mirror of
https://github.com/ZDoom/gzdoom.git
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2184 lines
52 KiB
C++
2184 lines
52 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Intermission screens.
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//
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//-----------------------------------------------------------------------------
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// Enhancements by Graf Zahl
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#include <ctype.h>
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#include <stdio.h>
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#include "m_random.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "i_video.h"
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#include "wi_stuff.h"
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#include "c_console.h"
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#include "hu_stuff.h"
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#include "v_palette.h"
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#include "s_sndseq.h"
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#include "sc_man.h"
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#include "v_text.h"
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#include "gi.h"
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#include "d_player.h"
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#include "d_netinf.h"
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#include "b_bot.h"
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#include "textures/textures.h"
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#include "r_data/r_translate.h"
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#include "templates.h"
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#include "gstrings.h"
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// States for the intermission
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typedef enum
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{
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NoState = -1,
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StatCount,
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ShowNextLoc,
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LeavingIntermission
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} stateenum_t;
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CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
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CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
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CVAR (Bool, wi_noautostartmap, false, CVAR_USERINFO|CVAR_ARCHIVE)
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CVAR (Int, wi_autoadvance, 0, CVAR_SERVERINFO)
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void WI_loadData ();
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void WI_unloadData ();
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// GLOBAL LOCATIONS
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#define WI_TITLEY 2
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#define WI_SPACINGY 33
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// SINGPLE-PLAYER STUFF
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#define SP_STATSX 50
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#define SP_STATSY 50
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#define SP_TIMEX 8
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#define SP_TIMEY (200-32)
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// NET GAME STUFF
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#define NG_STATSY 50
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#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags)
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#define NG_SPACINGX 64
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// DEATHMATCH STUFF
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#define DM_MATRIXX 42
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#define DM_MATRIXY 68
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#define DM_SPACINGX 40
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#define DM_TOTALSX 269
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#define DM_KILLERSX 10
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#define DM_KILLERSY 100
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#define DM_VICTIMSX 5
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#define DM_VICTIMSY 50
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// These animation variables, structures, etc. are used for the
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// DOOM/Ultimate DOOM intermission screen animations. This is
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// totally different from any sprite or texture/flat animations
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typedef enum
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{
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ANIM_ALWAYS, // determined by patch entry
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ANIM_PIC, // continuous
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// condition bitflags
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ANIM_IFVISITED=8,
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ANIM_IFNOTVISITED=16,
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ANIM_IFENTERING=32,
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ANIM_IFNOTENTERING=64,
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ANIM_IFLEAVING=128,
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ANIM_IFNOTLEAVING=256,
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ANIM_IFTRAVELLING=512,
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ANIM_IFNOTTRAVELLING=1024,
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ANIM_TYPE=7,
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ANIM_CONDITION=~7,
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} animenum_t;
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struct yahpt_t
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{
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int x, y;
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};
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struct lnode_t
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{
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int x; // x/y coordinate pair structure
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int y;
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char level[9];
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} ;
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#define FACEBACKOFS 4
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//
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// Animation.
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// There is another anim_t used in p_spec.
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// (which is why I have renamed this one!)
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//
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#define MAX_ANIMATION_FRAMES 20
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struct in_anim_t
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{
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int type; // Made an int so I can use '|'
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int period; // period in tics between animations
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int nanims; // number of animation frames
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yahpt_t loc; // location of animation
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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FTexture * p[MAX_ANIMATION_FRAMES]; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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int ctr; // next frame number to animate
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int state; // used by RANDOM and LEVEL when animating
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char levelname[9];
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char levelname2[9];
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};
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static TArray<lnode_t> lnodes;
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static TArray<in_anim_t> anims;
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//
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// GENERAL DATA
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//
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//
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// Locally used stuff.
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//
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// States for single-player
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#define SP_KILLS 0
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#define SP_ITEMS 2
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#define SP_SECRET 4
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#define SP_FRAGS 6
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#define SP_TIME 8
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#define SP_PAR ST_TIME
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#define SP_PAUSE 1
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#define SHOWNEXTLOCDELAY 4 // in seconds
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static int acceleratestage; // used to accelerate or skip a stage
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static bool playerready[MAXPLAYERS];
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static int me; // wbs->pnum
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static stateenum_t state; // specifies current state
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static wbstartstruct_t *wbs; // contains information passed into intermission
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static wbplayerstruct_t*plrs; // wbs->plyr[]
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static int cnt; // used for general timing
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static int bcnt; // used for timing of background animation
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static int cnt_kills[MAXPLAYERS];
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static int cnt_items[MAXPLAYERS];
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static int cnt_secret[MAXPLAYERS];
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static int cnt_frags[MAXPLAYERS];
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static int cnt_deaths[MAXPLAYERS];
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static int cnt_time;
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static int cnt_total_time;
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static int cnt_par;
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static int cnt_pause;
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static int total_frags;
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static int total_deaths;
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static bool noautostartmap;
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static int dofrags;
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static int ng_state;
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//
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// GRAPHICS
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//
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struct FPatchInfo
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{
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FFont *mFont;
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FTexture *mPatch;
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EColorRange mColor;
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void Init(FGIFont &gifont)
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{
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if (gifont.color == NAME_Null)
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{
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mPatch = TexMan[gifont.fontname]; // "entering"
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mColor = mPatch == NULL? CR_UNTRANSLATED : CR_UNDEFINED;
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mFont = NULL;
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}
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else
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{
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mFont = V_GetFont(gifont.fontname);
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mColor = V_FindFontColor(gifont.color);
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mPatch = NULL;
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}
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if (mFont == NULL)
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{
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mFont = BigFont;
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}
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}
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};
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static FPatchInfo mapname;
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static FPatchInfo finished;
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static FPatchInfo entering;
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static TArray<FTexture *> yah; // You Are Here graphic
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static FTexture* splat; // splat
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static FTexture* sp_secret; // "secret"
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static FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
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static FTexture* secret;
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static FTexture* items;
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static FTexture* frags;
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static FTexture* timepic; // Time sucks.
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static FTexture* par;
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static FTexture* sucks;
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static FTexture* killers; // "killers", "victims"
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static FTexture* victims;
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static FTexture* total; // "Total", your face, your dead face
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//static FTexture* star;
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//static FTexture* bstar;
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static FTexture* p; // Player graphic
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static FTexture* lnames[2]; // Name graphics of each level (centered)
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// [RH] Info to dynamically generate the level name graphics
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static FString lnametexts[2];
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static FTexture *background;
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//
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// CODE
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//
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// ====================================================================
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//
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// Background script commands
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//
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// ====================================================================
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static const char *WI_Cmd[]={
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"Background",
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"Splat",
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"Pointer",
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"Spots",
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"IfEntering",
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"IfNotEntering",
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"IfVisited",
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"IfNotVisited",
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"IfLeaving",
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"IfNotLeaving",
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"IfTravelling",
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"IfNotTravelling",
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"Animation",
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"Pic",
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"NoAutostartMap",
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NULL
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};
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//====================================================================
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//
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// Loads the background - either from a single texture
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// or an intermission lump.
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// Unfortunately the texture manager is incapable of recognizing text
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// files so if you use a script you have to prefix its name by '$' in
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// MAPINFO.
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//
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//====================================================================
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static bool IsExMy(const char * name)
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{
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// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
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// Level names can be upper- and lower case so use tolower to check!
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return (tolower(name[0])=='e' && name[1]>='1' && name[1]<='3' && tolower(name[2])=='m');
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}
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void WI_LoadBackground(bool isenterpic)
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{
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const char *lumpname = NULL;
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char buffer[10];
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in_anim_t an;
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lnode_t pt;
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FTextureID texture;
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bcnt=0;
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texture.SetInvalid();
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if (isenterpic)
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{
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level_info_t * li = FindLevelInfo(wbs->next);
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if (li != NULL) lumpname = li->EnterPic;
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}
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else
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{
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lumpname = level.info->ExitPic;
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}
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// Try to get a default if nothing specified
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if (lumpname == NULL || lumpname[0]==0)
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{
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lumpname = NULL;
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switch(gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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if (!(gameinfo.flags & GI_MAPxx))
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{
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const char *level = isenterpic ? wbs->next : wbs->current;
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if (IsExMy(level))
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{
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mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
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lumpname = buffer;
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}
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}
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if (!lumpname)
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{
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if (isenterpic)
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{
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// One special case needs to be handled here!
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// If going from E1-E3 to E4 the default should be used, not the exit pic.
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// Not if the exit pic is user defined!
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if (level.info->ExitPic.IsNotEmpty()) return;
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// E1-E3 need special treatment when playing Doom 1.
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if (!(gameinfo.flags & GI_MAPxx))
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{
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// not if the last level is not from the first 3 episodes
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if (!IsExMy(wbs->current)) return;
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// not if the next level is one of the first 3 episodes
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if (IsExMy(wbs->next)) return;
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}
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}
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lumpname = "INTERPIC";
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}
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break;
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case GAME_Heretic:
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if (isenterpic)
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{
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if (IsExMy(wbs->next))
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{
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mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
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lumpname = buffer;
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}
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}
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if (!lumpname)
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{
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if (isenterpic) return;
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lumpname = "FLOOR16";
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}
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break;
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case GAME_Hexen:
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if (isenterpic) return;
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lumpname = "INTERPIC";
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break;
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case GAME_Strife:
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default:
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// Strife doesn't have an intermission pic so choose something neutral.
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if (isenterpic) return;
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lumpname = gameinfo.BorderFlat;
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break;
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}
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}
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if (lumpname == NULL)
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{
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// shouldn't happen!
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background = NULL;
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return;
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}
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lnodes.Clear();
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anims.Clear();
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yah.Clear();
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splat = NULL;
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// a name with a starting '$' indicates an intermission script
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if (*lumpname!='$')
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{
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texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
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}
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else
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{
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int lumpnum=Wads.CheckNumForFullName(lumpname+1, true);
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if (lumpnum>=0)
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{
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FScanner sc(lumpnum);
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while (sc.GetString())
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{
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memset(&an,0,sizeof(an));
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int caseval = sc.MustMatchString(WI_Cmd);
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switch(caseval)
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{
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case 0: // Background
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sc.MustGetString();
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texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
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break;
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case 1: // Splat
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sc.MustGetString();
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splat = TexMan[sc.String];
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break;
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case 2: // Pointers
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while (sc.GetString() && !sc.Crossed)
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{
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yah.Push(TexMan[sc.String]);
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}
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if (sc.Crossed)
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sc.UnGet();
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break;
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case 3: // Spots
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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strncpy(pt.level, sc.String,8);
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pt.level[8] = 0;
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sc.MustGetNumber();
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pt.x = sc.Number;
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sc.MustGetNumber();
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pt.y = sc.Number;
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lnodes.Push(pt);
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}
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break;
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case 4: // IfEntering
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an.type = ANIM_IFENTERING;
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goto readanimation;
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case 5: // IfEntering
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an.type = ANIM_IFNOTENTERING;
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goto readanimation;
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case 6: // IfVisited
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an.type = ANIM_IFVISITED;
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goto readanimation;
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case 7: // IfNotVisited
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an.type = ANIM_IFNOTVISITED;
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goto readanimation;
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case 8: // IfLeaving
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an.type = ANIM_IFLEAVING;
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goto readanimation;
|
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case 9: // IfNotLeaving
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an.type = ANIM_IFNOTLEAVING;
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goto readanimation;
|
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case 10: // IfTravelling
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an.type = ANIM_IFTRAVELLING;
|
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sc.MustGetString();
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strncpy(an.levelname2, sc.String, 8);
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an.levelname2[8] = 0;
|
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goto readanimation;
|
|
|
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case 11: // IfNotTravelling
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an.type = ANIM_IFTRAVELLING;
|
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sc.MustGetString();
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strncpy(an.levelname2, sc.String, 8);
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an.levelname2[8] = 0;
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goto readanimation;
|
|
|
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case 14: // NoAutostartMap
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noautostartmap = true;
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break;
|
|
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readanimation:
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sc.MustGetString();
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strncpy(an.levelname, sc.String, 8);
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an.levelname[8] = 0;
|
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sc.MustGetString();
|
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caseval=sc.MustMatchString(WI_Cmd);
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|
|
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default:
|
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switch (caseval)
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{
|
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case 12: // Animation
|
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an.type |= ANIM_ALWAYS;
|
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sc.MustGetNumber();
|
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an.loc.x = sc.Number;
|
|
sc.MustGetNumber();
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an.loc.y = sc.Number;
|
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sc.MustGetNumber();
|
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an.period = sc.Number;
|
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an.nexttic = 1 + (M_Random() % an.period);
|
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if (sc.GetString())
|
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{
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if (sc.Compare("ONCE"))
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{
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an.data = 1;
|
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}
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else
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{
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sc.UnGet();
|
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}
|
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}
|
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if (!sc.CheckString("{"))
|
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{
|
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sc.MustGetString();
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an.p[an.nanims++] = TexMan[sc.String];
|
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}
|
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else
|
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{
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while (!sc.CheckString("}"))
|
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{
|
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sc.MustGetString();
|
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if (an.nanims<MAX_ANIMATION_FRAMES)
|
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an.p[an.nanims++] = TexMan[sc.String];
|
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}
|
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}
|
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an.ctr = -1;
|
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anims.Push(an);
|
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break;
|
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|
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case 13: // Pic
|
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an.type |= ANIM_PIC;
|
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sc.MustGetNumber();
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an.loc.x = sc.Number;
|
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sc.MustGetNumber();
|
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an.loc.y = sc.Number;
|
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sc.MustGetString();
|
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an.p[0] = TexMan[sc.String];
|
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anims.Push(an);
|
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break;
|
|
|
|
default:
|
|
sc.ScriptError("Unknown token %s in intermission script", sc.String);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf("Intermission script %s not found!\n", lumpname+1);
|
|
texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
|
|
}
|
|
}
|
|
background=TexMan[texture];
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// made this more generic and configurable through a script
|
|
// Removed all the ugly special case handling for different game modes
|
|
//
|
|
//====================================================================
|
|
|
|
void WI_updateAnimatedBack()
|
|
{
|
|
unsigned int i;
|
|
|
|
for(i=0;i<anims.Size();i++)
|
|
{
|
|
in_anim_t * a = &anims[i];
|
|
switch (a->type & ANIM_TYPE)
|
|
{
|
|
case ANIM_ALWAYS:
|
|
if (bcnt >= a->nexttic)
|
|
{
|
|
if (++a->ctr >= a->nanims)
|
|
{
|
|
if (a->data==0) a->ctr = 0;
|
|
else a->ctr--;
|
|
}
|
|
a->nexttic = bcnt + a->period;
|
|
}
|
|
break;
|
|
|
|
case ANIM_PIC:
|
|
a->ctr = 0;
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws the background including all animations
|
|
//
|
|
//====================================================================
|
|
|
|
void WI_drawBackground()
|
|
{
|
|
unsigned int i;
|
|
double animwidth=320; // For a flat fill or clear background scale animations to 320x200
|
|
double animheight=200;
|
|
|
|
if (background)
|
|
{
|
|
// background
|
|
if (background->UseType == FTexture::TEX_MiscPatch)
|
|
{
|
|
// scale all animations below to fit the size of the base pic
|
|
// The base pic is always scaled to fit the screen so this allows
|
|
// placing the animations precisely where they belong on the base pic
|
|
animwidth = background->GetScaledWidthDouble();
|
|
animheight = background->GetScaledHeightDouble();
|
|
screen->FillBorder (NULL);
|
|
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
screen->Clear(0,0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
}
|
|
|
|
for(i=0;i<anims.Size();i++)
|
|
{
|
|
in_anim_t * a = &anims[i];
|
|
level_info_t * li;
|
|
|
|
switch (a->type & ANIM_CONDITION)
|
|
{
|
|
case ANIM_IFVISITED:
|
|
li = FindLevelInfo(a->levelname);
|
|
if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
|
|
break;
|
|
|
|
case ANIM_IFNOTVISITED:
|
|
li = FindLevelInfo(a->levelname);
|
|
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
|
|
break;
|
|
|
|
// StatCount means 'leaving' - everything else means 'entering'!
|
|
case ANIM_IFENTERING:
|
|
if (state == StatCount || strnicmp(a->levelname, wbs->next, 8)) continue;
|
|
break;
|
|
|
|
case ANIM_IFNOTENTERING:
|
|
if (state != StatCount && !strnicmp(a->levelname, wbs->next, 8)) continue;
|
|
break;
|
|
|
|
case ANIM_IFLEAVING:
|
|
if (state != StatCount || strnicmp(a->levelname, wbs->current, 8)) continue;
|
|
break;
|
|
|
|
case ANIM_IFNOTLEAVING:
|
|
if (state == StatCount && !strnicmp(a->levelname, wbs->current, 8)) continue;
|
|
break;
|
|
|
|
case ANIM_IFTRAVELLING:
|
|
if (strnicmp(a->levelname2, wbs->current, 8) || strnicmp(a->levelname, wbs->next, 8)) continue;
|
|
break;
|
|
|
|
case ANIM_IFNOTTRAVELLING:
|
|
if (!strnicmp(a->levelname2, wbs->current, 8) && !strnicmp(a->levelname, wbs->next, 8)) continue;
|
|
break;
|
|
}
|
|
if (a->ctr >= 0)
|
|
screen->DrawTexture(a->p[a->ctr], a->loc.x, a->loc.y,
|
|
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws a single character with a shadow
|
|
//
|
|
//====================================================================
|
|
|
|
static int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRange translation=CR_UNTRANSLATED, bool nomove=false)
|
|
{
|
|
int width;
|
|
screen->DrawTexture(font->GetChar(charcode, &width), x, y,
|
|
nomove ? DTA_CleanNoMove : DTA_Clean, true,
|
|
DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : OPAQUE/2,
|
|
DTA_Translation, font->GetColorTranslation(translation),
|
|
TAG_DONE);
|
|
return x - width;
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// CheckRealHeight
|
|
//
|
|
// Checks the posts in a texture and returns the lowest row (plus one)
|
|
// of the texture that is actually used.
|
|
//
|
|
//====================================================================
|
|
|
|
int CheckRealHeight(FTexture *tex)
|
|
{
|
|
const FTexture::Span *span;
|
|
int maxy = 0, miny = tex->GetHeight();
|
|
|
|
for (int i = 0; i < tex->GetWidth(); ++i)
|
|
{
|
|
tex->GetColumn(i, &span);
|
|
while (span->Length != 0)
|
|
{
|
|
if (span->TopOffset < miny)
|
|
{
|
|
miny = span->TopOffset;
|
|
}
|
|
if (span->TopOffset + span->Length > maxy)
|
|
{
|
|
maxy = span->TopOffset + span->Length;
|
|
}
|
|
span++;
|
|
}
|
|
}
|
|
// Scale maxy before returning it
|
|
maxy = int((maxy *2) / tex->Scale.Y);
|
|
maxy = (maxy >> 1) + (maxy & 1);
|
|
return maxy;
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws a level name with the big font
|
|
//
|
|
// x is no longer passed as a parameter because the text is now broken into several lines
|
|
// if it is too long
|
|
//
|
|
//====================================================================
|
|
|
|
int WI_DrawName(int y, FTexture *tex, const char *levelname)
|
|
{
|
|
// draw <LevelName>
|
|
if (tex)
|
|
{
|
|
screen->DrawTexture(tex, (screen->GetWidth() - tex->GetScaledWidth()*CleanXfac) /2, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
int h = tex->GetScaledHeight();
|
|
if (h > 50)
|
|
{ // Fix for Deus Vult II and similar wads that decide to make these hugely tall
|
|
// patches with vast amounts of empty space at the bottom.
|
|
h = CheckRealHeight(tex);
|
|
}
|
|
return y + (h + BigFont->GetHeight()/4) * CleanYfac;
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
size_t l;
|
|
const char *p;
|
|
int h = 0;
|
|
int lumph;
|
|
|
|
lumph = mapname.mFont->GetHeight() * CleanYfac;
|
|
|
|
p = levelname;
|
|
if (!p) return 0;
|
|
l = strlen(p);
|
|
if (!l) return 0;
|
|
|
|
FBrokenLines *lines = V_BreakLines(mapname.mFont, screen->GetWidth() / CleanXfac, p);
|
|
|
|
if (lines)
|
|
{
|
|
for (i = 0; lines[i].Width >= 0; i++)
|
|
{
|
|
screen->DrawText(mapname.mFont, mapname.mColor, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, y + h,
|
|
lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
|
|
h += lumph;
|
|
}
|
|
V_FreeBrokenLines(lines);
|
|
}
|
|
return y + h + lumph/4;
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws a text, either as patch or as string from the string table
|
|
//
|
|
//====================================================================
|
|
|
|
int WI_DrawPatchText(int y, FPatchInfo *pinfo, const char *stringname)
|
|
{
|
|
const char *string = GStrings(stringname);
|
|
int midx = screen->GetWidth() / 2;
|
|
|
|
if (pinfo->mPatch != NULL)
|
|
{
|
|
screen->DrawTexture(pinfo->mPatch, midx - pinfo->mPatch->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
return y + (pinfo->mPatch->GetScaledHeight() * CleanYfac);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText(pinfo->mFont, pinfo->mColor, midx - pinfo->mFont->StringWidth(string)*CleanXfac/2,
|
|
y, string, DTA_CleanNoMove, true, TAG_DONE);
|
|
return y + pinfo->mFont->GetHeight() * CleanYfac;
|
|
}
|
|
}
|
|
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws "<Levelname> Finished!"
|
|
//
|
|
// Either uses the specified patch or the big font
|
|
// A level name patch can be specified for all games now, not just Doom.
|
|
//
|
|
//====================================================================
|
|
|
|
int WI_drawLF ()
|
|
{
|
|
int y = WI_TITLEY * CleanYfac;
|
|
|
|
y = WI_DrawName(y, wbs->LName0, lnametexts[0]);
|
|
|
|
// Adjustment for different font sizes for map name and 'finished'.
|
|
y -= ((mapname.mFont->GetHeight() - finished.mFont->GetHeight()) * CleanYfac) / 4;
|
|
|
|
// draw "Finished!"
|
|
if (y < (NG_STATSY - finished.mFont->GetHeight()*3/4) * CleanYfac)
|
|
{
|
|
// don't draw 'finished' if the level name is too tall
|
|
y = WI_DrawPatchText(y, &finished, "WI_FINISHED");
|
|
}
|
|
return y;
|
|
}
|
|
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws "Entering <LevelName>"
|
|
//
|
|
// Either uses the specified patch or the big font
|
|
// A level name patch can be specified for all games now, not just Doom.
|
|
//
|
|
//====================================================================
|
|
|
|
void WI_drawEL ()
|
|
{
|
|
int y = WI_TITLEY * CleanYfac;
|
|
|
|
y = WI_DrawPatchText(y, &entering, "WI_ENTERING");
|
|
y += entering.mFont->GetHeight() * CleanYfac / 4;
|
|
WI_DrawName(y, wbs->LName1, lnametexts[1]);
|
|
}
|
|
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws the splats and the 'You are here' arrows
|
|
//
|
|
//====================================================================
|
|
|
|
int WI_MapToIndex (const char *map)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < lnodes.Size(); i++)
|
|
{
|
|
if (!strnicmp (lnodes[i].level, map, 8))
|
|
break;
|
|
}
|
|
return i;
|
|
}
|
|
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws the splats and the 'You are here' arrows
|
|
//
|
|
//====================================================================
|
|
|
|
void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
|
|
{
|
|
int i;
|
|
for(i=0;i<numc;i++)
|
|
{
|
|
int left;
|
|
int top;
|
|
int right;
|
|
int bottom;
|
|
|
|
|
|
right = c[i]->GetScaledWidth();
|
|
bottom = c[i]->GetScaledHeight();
|
|
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
|
|
top = lnodes[n].y - c[i]->GetScaledTopOffset();
|
|
right += left;
|
|
bottom += top;
|
|
|
|
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
|
|
{
|
|
screen->DrawTexture (c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// Draws a number.
|
|
// If digits > 0, then use that many digits minimum,
|
|
// otherwise only use as many as necessary.
|
|
// x is the right edge of the number.
|
|
// Returns new x position, that is, the left edge of the number.
|
|
//
|
|
//====================================================================
|
|
int WI_drawNum (FFont *font, int x, int y, int n, int digits, bool leadingzeros=true, EColorRange translation=CR_UNTRANSLATED)
|
|
{
|
|
int fontwidth = font->GetCharWidth('3');
|
|
char text[8];
|
|
int len;
|
|
char *text_p;
|
|
bool nomove = font != IntermissionFont;
|
|
|
|
if (nomove)
|
|
{
|
|
fontwidth *= CleanXfac;
|
|
}
|
|
if (leadingzeros)
|
|
{
|
|
len = mysnprintf (text, countof(text), "%0*d", digits, n);
|
|
}
|
|
else
|
|
{
|
|
len = mysnprintf (text, countof(text), "%d", n);
|
|
}
|
|
text_p = text + MIN<int>(len, countof(text)-1);
|
|
|
|
while (--text_p >= text)
|
|
{
|
|
// Digits are centered in a box the width of the '3' character.
|
|
// Other characters (specifically, '-') are right-aligned in their cell.
|
|
if (*text_p >= '0' && *text_p <= '9')
|
|
{
|
|
x -= fontwidth;
|
|
WI_DrawCharPatch(font, *text_p, x + (fontwidth - font->GetCharWidth(*text_p)) / 2, y, translation, nomove);
|
|
}
|
|
else
|
|
{
|
|
WI_DrawCharPatch(font, *text_p, x - font->GetCharWidth(*text_p), y, translation, nomove);
|
|
x -= fontwidth;
|
|
}
|
|
}
|
|
if (len < digits)
|
|
{
|
|
x -= fontwidth * (digits - len);
|
|
}
|
|
return x;
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
//
|
|
//
|
|
//====================================================================
|
|
|
|
void WI_drawPercent (FFont *font, int x, int y, int p, int b, bool show_total=true, EColorRange color=CR_UNTRANSLATED)
|
|
{
|
|
if (p < 0)
|
|
return;
|
|
|
|
if (wi_percents)
|
|
{
|
|
if (font != IntermissionFont)
|
|
{
|
|
x -= font->GetCharWidth('%') * CleanXfac;
|
|
}
|
|
else
|
|
{
|
|
x -= font->GetCharWidth('%');
|
|
}
|
|
screen->DrawText(font, color, x, y, "%", font != IntermissionFont ? DTA_CleanNoMove : DTA_Clean, true, TAG_DONE);
|
|
if (font != IntermissionFont)
|
|
{
|
|
x -= 2*CleanXfac;
|
|
}
|
|
WI_drawNum(font, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color);
|
|
}
|
|
else
|
|
{
|
|
if (show_total)
|
|
{
|
|
x = WI_drawNum(font, x, y, b, 2, false);
|
|
x -= font->GetCharWidth('/');
|
|
screen->DrawText (IntermissionFont, color, x, y, "/",
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
WI_drawNum (font, x, y, p, -1, false, color);
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
// Display level completion time and par, or "sucks" message if overflow.
|
|
//
|
|
//====================================================================
|
|
void WI_drawTime (int x, int y, int t, bool no_sucks=false)
|
|
{
|
|
bool sucky;
|
|
|
|
if (t<0)
|
|
return;
|
|
|
|
sucky = !no_sucks && t >= wbs->sucktime * 60 * 60 && wbs->sucktime > 0;
|
|
|
|
if (sucky)
|
|
{ // "sucks"
|
|
if (sucks != NULL)
|
|
{
|
|
screen->DrawTexture (sucks, x - sucks->GetScaledWidth(), y - IntermissionFont->GetHeight() - 2,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, x - BigFont->StringWidth("SUCKS"), y - IntermissionFont->GetHeight() - 2,
|
|
"SUCKS", DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
int hours = t / 3600;
|
|
t -= hours * 3600;
|
|
int minutes = t / 60;
|
|
t -= minutes * 60;
|
|
int seconds = t;
|
|
|
|
// Why were these offsets hard coded? Half the WADs with custom patches
|
|
// I tested screwed up miserably in this function!
|
|
int num_spacing = IntermissionFont->GetCharWidth('3');
|
|
int colon_spacing = IntermissionFont->GetCharWidth(':');
|
|
|
|
x = WI_drawNum (IntermissionFont, x, y, seconds, 2) - 1;
|
|
WI_DrawCharPatch (IntermissionFont, ':', x -= colon_spacing, y);
|
|
x = WI_drawNum (IntermissionFont, x, y, minutes, 2, hours!=0);
|
|
if (hours)
|
|
{
|
|
WI_DrawCharPatch (IntermissionFont, ':', x -= colon_spacing, y);
|
|
WI_drawNum (IntermissionFont, x, y, hours, 2);
|
|
}
|
|
}
|
|
|
|
void WI_End ()
|
|
{
|
|
state = LeavingIntermission;
|
|
WI_unloadData ();
|
|
|
|
//Added by mc
|
|
if (deathmatch)
|
|
{
|
|
bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator);
|
|
}
|
|
}
|
|
|
|
bool WI_autoSkip()
|
|
{
|
|
return wi_autoadvance > 0 && bcnt > (wi_autoadvance * TICRATE);
|
|
}
|
|
|
|
void WI_initNoState ()
|
|
{
|
|
state = NoState;
|
|
acceleratestage = 0;
|
|
cnt = 10;
|
|
}
|
|
|
|
void WI_updateNoState ()
|
|
{
|
|
WI_updateAnimatedBack();
|
|
|
|
if (acceleratestage)
|
|
{
|
|
cnt = 0;
|
|
}
|
|
else
|
|
{
|
|
bool noauto = noautostartmap;
|
|
bool autoskip = WI_autoSkip();
|
|
|
|
for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
noauto |= players[i].userinfo.GetNoAutostartMap();
|
|
}
|
|
}
|
|
if (!noauto || autoskip)
|
|
{
|
|
cnt--;
|
|
}
|
|
}
|
|
|
|
if (cnt == 0)
|
|
{
|
|
WI_End();
|
|
G_WorldDone();
|
|
}
|
|
}
|
|
|
|
static bool snl_pointeron = false;
|
|
|
|
void WI_initShowNextLoc ()
|
|
{
|
|
if (wbs->next_ep == -1)
|
|
{
|
|
// Last map in episode - there is no next location!
|
|
WI_End();
|
|
G_WorldDone();
|
|
return;
|
|
}
|
|
|
|
state = ShowNextLoc;
|
|
acceleratestage = 0;
|
|
cnt = SHOWNEXTLOCDELAY * TICRATE;
|
|
WI_LoadBackground(true);
|
|
}
|
|
|
|
void WI_updateShowNextLoc ()
|
|
{
|
|
WI_updateAnimatedBack();
|
|
|
|
if (!--cnt || acceleratestage)
|
|
WI_initNoState();
|
|
else
|
|
snl_pointeron = (cnt & 31) < 20;
|
|
}
|
|
|
|
void WI_drawShowNextLoc(void)
|
|
{
|
|
unsigned int i;
|
|
|
|
WI_drawBackground();
|
|
|
|
if (splat)
|
|
{
|
|
for (i=0 ; i<lnodes.Size() ; i++)
|
|
{
|
|
level_info_t * li = FindLevelInfo (lnodes[i].level);
|
|
if (li && li->flags & LEVEL_VISITED) WI_drawOnLnode(i, &splat,1); // draw a splat on taken cities.
|
|
}
|
|
}
|
|
|
|
// draw flashing ptr
|
|
if (snl_pointeron && yah.Size())
|
|
{
|
|
unsigned int v = WI_MapToIndex (wbs->next);
|
|
// Draw only if it points to a valid level on the current screen!
|
|
if (v<lnodes.Size()) WI_drawOnLnode (v, &yah[0], yah.Size());
|
|
}
|
|
|
|
// draws which level you are entering..
|
|
WI_drawEL ();
|
|
|
|
}
|
|
|
|
void WI_drawNoState ()
|
|
{
|
|
snl_pointeron = true;
|
|
WI_drawShowNextLoc();
|
|
}
|
|
|
|
int WI_fragSum (int playernum)
|
|
{
|
|
int i;
|
|
int frags = 0;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i]
|
|
&& i!=playernum)
|
|
{
|
|
frags += plrs[playernum].frags[i];
|
|
}
|
|
}
|
|
|
|
// JDC hack - negative frags.
|
|
frags -= plrs[playernum].frags[playernum];
|
|
|
|
return frags;
|
|
}
|
|
|
|
static int player_deaths[MAXPLAYERS];
|
|
|
|
void WI_initDeathmatchStats (void)
|
|
{
|
|
int i, j;
|
|
|
|
state = StatCount;
|
|
acceleratestage = 0;
|
|
memset(playerready, 0, sizeof(playerready));
|
|
memset(cnt_frags, 0, sizeof(cnt_frags));
|
|
memset(cnt_deaths, 0, sizeof(cnt_deaths));
|
|
memset(player_deaths, 0, sizeof(player_deaths));
|
|
total_frags = 0;
|
|
total_deaths = 0;
|
|
|
|
ng_state = 1;
|
|
cnt_pause = TICRATE;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
for (j = 0; j < MAXPLAYERS; j++)
|
|
if (playeringame[j])
|
|
player_deaths[i] += plrs[j].frags[i];
|
|
total_deaths += player_deaths[i];
|
|
total_frags += plrs[i].fragcount;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WI_updateDeathmatchStats ()
|
|
{
|
|
|
|
int i;
|
|
bool stillticking;
|
|
bool autoskip = WI_autoSkip();
|
|
|
|
WI_updateAnimatedBack();
|
|
|
|
if ((acceleratestage || autoskip) && ng_state != 6)
|
|
{
|
|
acceleratestage = 0;
|
|
|
|
for (i = 0; i<MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_frags[i] = plrs[i].fragcount;
|
|
cnt_deaths[i] = player_deaths[i];
|
|
}
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state = 6;
|
|
}
|
|
|
|
if (ng_state == 2)
|
|
{
|
|
if (!(bcnt & 3))
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i = 0; i<MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_frags[i] += 2;
|
|
|
|
if (cnt_frags[i] > plrs[i].fragcount)
|
|
cnt_frags[i] = plrs[i].fragcount;
|
|
else
|
|
stillticking = true;
|
|
}
|
|
|
|
if (!stillticking)
|
|
{
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state++;
|
|
}
|
|
}
|
|
else if (ng_state == 4)
|
|
{
|
|
if (!(bcnt & 3))
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i = 0; i<MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_deaths[i] += 2;
|
|
if (cnt_deaths[i] > player_deaths[i])
|
|
cnt_deaths[i] = player_deaths[i];
|
|
else
|
|
stillticking = true;
|
|
}
|
|
if (!stillticking)
|
|
{
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state++;
|
|
}
|
|
}
|
|
else if (ng_state == 6)
|
|
{
|
|
int i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
// If the player is in the game and not ready, stop checking
|
|
if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
|
|
break;
|
|
}
|
|
|
|
// All players are ready; proceed.
|
|
if ((i == MAXPLAYERS && acceleratestage) || autoskip)
|
|
{
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "intermission/pastdmstats", 1, ATTN_NONE);
|
|
WI_initShowNextLoc();
|
|
}
|
|
}
|
|
else if (ng_state & 1)
|
|
{
|
|
if (!--cnt_pause)
|
|
{
|
|
ng_state++;
|
|
cnt_pause = TICRATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void WI_drawDeathmatchStats ()
|
|
{
|
|
int i, pnum, x, y, ypadding, height, lineheight;
|
|
int maxnamewidth, maxscorewidth, maxiconheight;
|
|
int pwidth = IntermissionFont->GetCharWidth('%');
|
|
int icon_x, name_x, frags_x, deaths_x;
|
|
int deaths_len;
|
|
float h, s, v, r, g, b;
|
|
EColorRange color;
|
|
const char *text_deaths, *text_frags;
|
|
FTexture *readyico = TexMan.FindTexture("READYICO");
|
|
player_t *sortedplayers[MAXPLAYERS];
|
|
|
|
// draw animated background
|
|
WI_drawBackground();
|
|
|
|
y = WI_drawLF();
|
|
|
|
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
|
|
// Use the readyico height if it's bigger.
|
|
height = readyico->GetScaledHeight() - readyico->GetScaledTopOffset();
|
|
maxiconheight = MAX(height, maxiconheight);
|
|
height = SmallFont->GetHeight() * CleanYfac;
|
|
lineheight = MAX(height, maxiconheight * CleanYfac);
|
|
ypadding = (lineheight - height + 1) / 2;
|
|
y += CleanYfac;
|
|
|
|
text_deaths = GStrings("SCORE_DEATHS");
|
|
//text_color = GStrings("SCORE_COLOR");
|
|
text_frags = GStrings("SCORE_FRAGS");
|
|
|
|
icon_x = 8 * CleanXfac;
|
|
name_x = icon_x + maxscorewidth * CleanXfac;
|
|
frags_x = name_x + (maxnamewidth + MAX(SmallFont->StringWidth("XXXXX"), SmallFont->StringWidth(text_frags)) + 8) * CleanXfac;
|
|
deaths_x = frags_x + ((deaths_len = SmallFont->StringWidth(text_deaths)) + 8) * CleanXfac;
|
|
|
|
x = (SCREENWIDTH - deaths_x) >> 1;
|
|
icon_x += x;
|
|
name_x += x;
|
|
frags_x += x;
|
|
deaths_x += x;
|
|
|
|
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
|
|
|
|
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, color, frags_x - SmallFont->StringWidth(text_frags)*CleanXfac, y, text_frags, DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, color, deaths_x - deaths_len*CleanXfac, y, text_deaths, DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height + 6 * CleanYfac;
|
|
|
|
// Sort all players
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
sortedplayers[i] = &players[i];
|
|
}
|
|
|
|
if (teamplay)
|
|
qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams);
|
|
else
|
|
qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints);
|
|
|
|
// Draw lines for each player
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *player = sortedplayers[i];
|
|
pnum = int(player - players);
|
|
|
|
if (!playeringame[pnum])
|
|
continue;
|
|
|
|
D_GetPlayerColor(pnum, &h, &s, &v, NULL);
|
|
HSVtoRGB(&r, &g, &b, h, s, v);
|
|
|
|
screen->Dim(MAKERGB(clamp(int(r*255.f), 0, 255),
|
|
clamp(int(g*255.f), 0, 255),
|
|
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (deaths_x - x) + (8 * CleanXfac), lineheight);
|
|
|
|
if (playerready[pnum] || player->Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
|
|
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
color = (EColorRange)HU_GetRowColor(player, pnum == consoleplayer);
|
|
if (player->mo->ScoreIcon.isValid())
|
|
{
|
|
FTexture *pic = TexMan[player->mo->ScoreIcon];
|
|
screen->DrawTexture(pic, icon_x, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
screen->DrawText(SmallFont, color, name_x, y + ypadding, player->userinfo.GetName(), DTA_CleanNoMove, true, TAG_DONE);
|
|
WI_drawNum(SmallFont, frags_x, y + ypadding, cnt_frags[pnum], 0, false, color);
|
|
if (ng_state >= 2)
|
|
{
|
|
WI_drawNum(SmallFont, deaths_x, y + ypadding, cnt_deaths[pnum], 0, false, color);
|
|
}
|
|
y += lineheight + CleanYfac;
|
|
}
|
|
|
|
// Draw "TOTAL" line
|
|
y += height + 3 * CleanYfac;
|
|
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
|
|
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
|
|
WI_drawNum(SmallFont, frags_x, y, total_frags, 0, false, color);
|
|
if (ng_state >= 4)
|
|
{
|
|
WI_drawNum(SmallFont, deaths_x, y, total_deaths, 0, false, color);
|
|
}
|
|
|
|
// Draw game time
|
|
y += height + CleanYfac;
|
|
|
|
int seconds = Tics2Seconds(plrs[me].stime);
|
|
int hours = seconds / 3600;
|
|
int minutes = (seconds % 3600) / 60;
|
|
seconds = seconds % 60;
|
|
|
|
FString leveltime = GStrings("SCORE_LVLTIME");
|
|
leveltime += ": ";
|
|
|
|
char timer[sizeof "HH:MM:SS"];
|
|
mysnprintf(timer, sizeof(timer), "%02i:%02i:%02i", hours, minutes, seconds);
|
|
leveltime += timer;
|
|
|
|
screen->DrawText(SmallFont, color, x, y, leveltime, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
void WI_initNetgameStats ()
|
|
{
|
|
|
|
int i;
|
|
|
|
state = StatCount;
|
|
acceleratestage = 0;
|
|
memset(playerready, 0, sizeof(playerready));
|
|
ng_state = 1;
|
|
|
|
cnt_pause = TICRATE;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
|
|
|
|
dofrags += WI_fragSum (i);
|
|
}
|
|
|
|
dofrags = !!dofrags;
|
|
}
|
|
|
|
void WI_updateNetgameStats ()
|
|
{
|
|
|
|
int i;
|
|
int fsum;
|
|
bool stillticking;
|
|
bool autoskip = WI_autoSkip();
|
|
|
|
WI_updateAnimatedBack ();
|
|
|
|
if ((acceleratestage || autoskip) && ng_state != 10)
|
|
{
|
|
acceleratestage = 0;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_kills[i] = plrs[i].skills;
|
|
cnt_items[i] = plrs[i].sitems;
|
|
cnt_secret[i] = plrs[i].ssecret;
|
|
|
|
if (dofrags)
|
|
cnt_frags[i] = WI_fragSum (i);
|
|
}
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state = 10;
|
|
}
|
|
|
|
if (ng_state == 2)
|
|
{
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_kills[i] += 2;
|
|
|
|
if (cnt_kills[i] > plrs[i].skills)
|
|
cnt_kills[i] = plrs[i].skills;
|
|
else
|
|
stillticking = true;
|
|
}
|
|
|
|
if (!stillticking)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state++;
|
|
}
|
|
}
|
|
else if (ng_state == 4)
|
|
{
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_items[i] += 2;
|
|
if (cnt_items[i] > plrs[i].sitems)
|
|
cnt_items[i] = plrs[i].sitems;
|
|
else
|
|
stillticking = true;
|
|
}
|
|
if (!stillticking)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state++;
|
|
}
|
|
}
|
|
else if (ng_state == 6)
|
|
{
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_secret[i] += 2;
|
|
|
|
if (cnt_secret[i] > plrs[i].ssecret)
|
|
cnt_secret[i] = plrs[i].ssecret;
|
|
else
|
|
stillticking = true;
|
|
}
|
|
|
|
if (!stillticking)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
ng_state += 1 + 2*!dofrags;
|
|
}
|
|
}
|
|
else if (ng_state == 8)
|
|
{
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
stillticking = false;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
cnt_frags[i] += 1;
|
|
|
|
if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
|
|
cnt_frags[i] = fsum;
|
|
else
|
|
stillticking = true;
|
|
}
|
|
|
|
if (!stillticking)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/cooptotal", 1, ATTN_NONE);
|
|
ng_state++;
|
|
}
|
|
}
|
|
else if (ng_state == 10)
|
|
{
|
|
int i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
// If the player is in the game and not ready, stop checking
|
|
if (playeringame[i] && players[i].Bot == NULL && !playerready[i])
|
|
break;
|
|
}
|
|
|
|
// All players are ready; proceed.
|
|
if ((i == MAXPLAYERS && acceleratestage) || autoskip)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastcoopstats", 1, ATTN_NONE);
|
|
WI_initShowNextLoc();
|
|
}
|
|
}
|
|
else if (ng_state & 1)
|
|
{
|
|
if (!--cnt_pause)
|
|
{
|
|
ng_state++;
|
|
cnt_pause = TICRATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WI_drawNetgameStats ()
|
|
{
|
|
int i, x, y, ypadding, height, lineheight;
|
|
int maxnamewidth, maxscorewidth, maxiconheight;
|
|
int pwidth = IntermissionFont->GetCharWidth('%');
|
|
int icon_x, name_x, kills_x, bonus_x, secret_x;
|
|
int bonus_len, secret_len;
|
|
int missed_kills, missed_items, missed_secrets;
|
|
float h, s, v, r, g, b;
|
|
EColorRange color;
|
|
const char *text_bonus, *text_secret, *text_kills;
|
|
FTexture *readyico = TexMan.FindTexture("READYICO");
|
|
|
|
// draw animated background
|
|
WI_drawBackground();
|
|
|
|
y = WI_drawLF();
|
|
|
|
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
|
|
// Use the readyico height if it's bigger.
|
|
height = readyico->GetScaledHeight() - readyico->GetScaledTopOffset();
|
|
if (height > maxiconheight)
|
|
{
|
|
maxiconheight = height;
|
|
}
|
|
height = SmallFont->GetHeight() * CleanYfac;
|
|
lineheight = MAX(height, maxiconheight * CleanYfac);
|
|
ypadding = (lineheight - height + 1) / 2;
|
|
y += CleanYfac;
|
|
|
|
text_bonus = GStrings((gameinfo.gametype & GAME_Raven) ? "SCORE_BONUS" : "SCORE_ITEMS");
|
|
text_secret = GStrings("SCORE_SECRET");
|
|
text_kills = GStrings("SCORE_KILLS");
|
|
|
|
icon_x = 8 * CleanXfac;
|
|
name_x = icon_x + maxscorewidth * CleanXfac;
|
|
kills_x = name_x + (maxnamewidth + MAX(SmallFont->StringWidth("XXXXX"), SmallFont->StringWidth(text_kills)) + 8) * CleanXfac;
|
|
bonus_x = kills_x + ((bonus_len = SmallFont->StringWidth(text_bonus)) + 8) * CleanXfac;
|
|
secret_x = bonus_x + ((secret_len = SmallFont->StringWidth(text_secret)) + 8) * CleanXfac;
|
|
|
|
x = (SCREENWIDTH - secret_x) >> 1;
|
|
icon_x += x;
|
|
name_x += x;
|
|
kills_x += x;
|
|
bonus_x += x;
|
|
secret_x += x;
|
|
|
|
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
|
|
|
|
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, color, kills_x - SmallFont->StringWidth(text_kills)*CleanXfac, y, text_kills, DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, color, bonus_x - bonus_len*CleanXfac, y, text_bonus, DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, color, secret_x - secret_len*CleanXfac, y, text_secret, DTA_CleanNoMove, true, TAG_DONE);
|
|
y += height + 6 * CleanYfac;
|
|
|
|
missed_kills = wbs->maxkills;
|
|
missed_items = wbs->maxitems;
|
|
missed_secrets = wbs->maxsecret;
|
|
|
|
// Draw lines for each player
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
player_t *player;
|
|
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
player = &players[i];
|
|
|
|
D_GetPlayerColor(i, &h, &s, &v, NULL);
|
|
HSVtoRGB(&r, &g, &b, h, s, v);
|
|
|
|
screen->Dim(MAKERGB(clamp(int(r*255.f), 0, 255),
|
|
clamp(int(g*255.f), 0, 255),
|
|
clamp(int(b*255.f), 0, 255)), 0.8f, x, y - ypadding, (secret_x - x) + (8 * CleanXfac), lineheight);
|
|
|
|
if (playerready[i] || player->Bot != NULL) // Bots are automatically assumed ready, to prevent confusion
|
|
screen->DrawTexture(readyico, x - (readyico->GetWidth() * CleanXfac), y, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
color = (EColorRange)HU_GetRowColor(player, i == consoleplayer);
|
|
if (player->mo->ScoreIcon.isValid())
|
|
{
|
|
FTexture *pic = TexMan[player->mo->ScoreIcon];
|
|
screen->DrawTexture(pic, icon_x, y, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
screen->DrawText(SmallFont, color, name_x, y + ypadding, player->userinfo.GetName(), DTA_CleanNoMove, true, TAG_DONE);
|
|
WI_drawPercent(SmallFont, kills_x, y + ypadding, cnt_kills[i], wbs->maxkills, false, color);
|
|
missed_kills -= cnt_kills[i];
|
|
if (ng_state >= 4)
|
|
{
|
|
WI_drawPercent(SmallFont, bonus_x, y + ypadding, cnt_items[i], wbs->maxitems, false, color);
|
|
missed_items -= cnt_items[i];
|
|
if (ng_state >= 6)
|
|
{
|
|
WI_drawPercent(SmallFont, secret_x, y + ypadding, cnt_secret[i], wbs->maxsecret, false, color);
|
|
missed_secrets -= cnt_secret[i];
|
|
}
|
|
}
|
|
y += lineheight + CleanYfac;
|
|
}
|
|
|
|
// Draw "MISSED" line
|
|
y += 3 * CleanYfac;
|
|
screen->DrawText(SmallFont, CR_DARKGRAY, name_x, y, GStrings("SCORE_MISSED"), DTA_CleanNoMove, true, TAG_DONE);
|
|
WI_drawPercent(SmallFont, kills_x, y, missed_kills, wbs->maxkills, false, CR_DARKGRAY);
|
|
if (ng_state >= 4)
|
|
{
|
|
WI_drawPercent(SmallFont, bonus_x, y, missed_items, wbs->maxitems, false, CR_DARKGRAY);
|
|
if (ng_state >= 6)
|
|
{
|
|
WI_drawPercent(SmallFont, secret_x, y, missed_secrets, wbs->maxsecret, false, CR_DARKGRAY);
|
|
}
|
|
}
|
|
|
|
// Draw "TOTAL" line
|
|
y += height + 3 * CleanYfac;
|
|
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
|
|
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
|
|
WI_drawNum(SmallFont, kills_x, y, wbs->maxkills, 0, false, color);
|
|
if (ng_state >= 4)
|
|
{
|
|
WI_drawNum(SmallFont, bonus_x, y, wbs->maxitems, 0, false, color);
|
|
if (ng_state >= 6)
|
|
{
|
|
WI_drawNum(SmallFont, secret_x, y, wbs->maxsecret, 0, false, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
static int sp_state;
|
|
|
|
void WI_initStats ()
|
|
{
|
|
state = StatCount;
|
|
acceleratestage = 0;
|
|
sp_state = 1;
|
|
cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
|
|
cnt_time = cnt_par = -1;
|
|
cnt_pause = TICRATE;
|
|
|
|
cnt_total_time = -1;
|
|
}
|
|
|
|
void WI_updateStats ()
|
|
{
|
|
WI_updateAnimatedBack ();
|
|
|
|
if (acceleratestage && sp_state != 10)
|
|
{
|
|
acceleratestage = 0;
|
|
sp_state = 10;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
|
|
cnt_kills[0] = plrs[me].skills;
|
|
cnt_items[0] = plrs[me].sitems;
|
|
cnt_secret[0] = plrs[me].ssecret;
|
|
cnt_time = Tics2Seconds(plrs[me].stime);
|
|
cnt_par = wbs->partime / TICRATE;
|
|
cnt_total_time = Tics2Seconds(wbs->totaltime);
|
|
}
|
|
|
|
if (sp_state == 2)
|
|
{
|
|
if (gameinfo.intermissioncounter)
|
|
{
|
|
cnt_kills[0] += 2;
|
|
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
}
|
|
if (!gameinfo.intermissioncounter || cnt_kills[0] >= plrs[me].skills)
|
|
{
|
|
cnt_kills[0] = plrs[me].skills;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
sp_state++;
|
|
}
|
|
}
|
|
else if (sp_state == 4)
|
|
{
|
|
if (gameinfo.intermissioncounter)
|
|
{
|
|
cnt_items[0] += 2;
|
|
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
}
|
|
if (!gameinfo.intermissioncounter || cnt_items[0] >= plrs[me].sitems)
|
|
{
|
|
cnt_items[0] = plrs[me].sitems;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
sp_state++;
|
|
}
|
|
}
|
|
else if (sp_state == 6)
|
|
{
|
|
if (gameinfo.intermissioncounter)
|
|
{
|
|
cnt_secret[0] += 2;
|
|
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
}
|
|
if (!gameinfo.intermissioncounter || cnt_secret[0] >= plrs[me].ssecret)
|
|
{
|
|
cnt_secret[0] = plrs[me].ssecret;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
sp_state++;
|
|
}
|
|
}
|
|
else if (sp_state == 8)
|
|
{
|
|
if (gameinfo.intermissioncounter)
|
|
{
|
|
if (!(bcnt&3))
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
|
|
|
|
cnt_time += 3;
|
|
cnt_par += 3;
|
|
cnt_total_time += 3;
|
|
}
|
|
|
|
int sec = Tics2Seconds(plrs[me].stime);
|
|
if (!gameinfo.intermissioncounter || cnt_time >= sec)
|
|
cnt_time = sec;
|
|
|
|
int tsec = Tics2Seconds(wbs->totaltime);
|
|
if (!gameinfo.intermissioncounter || cnt_total_time >= tsec)
|
|
cnt_total_time = tsec;
|
|
|
|
if (!gameinfo.intermissioncounter || cnt_par >= wbs->partime / TICRATE)
|
|
{
|
|
cnt_par = wbs->partime / TICRATE;
|
|
|
|
if (cnt_time >= sec)
|
|
{
|
|
cnt_total_time = tsec;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
|
sp_state++;
|
|
}
|
|
}
|
|
}
|
|
else if (sp_state == 10)
|
|
{
|
|
if (acceleratestage)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/paststats", 1, ATTN_NONE);
|
|
WI_initShowNextLoc();
|
|
}
|
|
}
|
|
else if (sp_state & 1)
|
|
{
|
|
if (!--cnt_pause)
|
|
{
|
|
sp_state++;
|
|
cnt_pause = TICRATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WI_drawStats (void)
|
|
{
|
|
// line height
|
|
int lh;
|
|
|
|
lh = IntermissionFont->GetHeight() * 3 / 2;
|
|
|
|
// draw animated background
|
|
WI_drawBackground();
|
|
|
|
WI_drawLF();
|
|
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE);
|
|
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills);
|
|
|
|
screen->DrawTexture (items, SP_STATSX, SP_STATSY+lh, DTA_Clean, true, TAG_DONE);
|
|
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+lh, cnt_items[0], wbs->maxitems);
|
|
|
|
screen->DrawTexture (sp_secret, SP_STATSX, SP_STATSY+2*lh, DTA_Clean, true, TAG_DONE);
|
|
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0], wbs->maxsecret);
|
|
|
|
screen->DrawTexture (timepic, SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE);
|
|
WI_drawTime (160 - SP_TIMEX, SP_TIMEY, cnt_time);
|
|
if (wi_showtotaltime)
|
|
{
|
|
WI_drawTime (160 - SP_TIMEX, SP_TIMEY + lh, cnt_total_time, true); // no 'sucks' for total time ever!
|
|
}
|
|
|
|
if (wbs->partime)
|
|
{
|
|
screen->DrawTexture (par, 160 + SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE);
|
|
WI_drawTime (320 - SP_TIMEX, SP_TIMEY, cnt_par);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 65, GStrings("TXT_IMKILLS"), DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 90, GStrings("TXT_IMITEMS"), DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 115, GStrings("TXT_IMSECRETS"), DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
|
|
|
|
int countpos = gameinfo.gametype==GAME_Strife? 285:270;
|
|
if (sp_state >= 2)
|
|
{
|
|
WI_drawPercent (IntermissionFont, countpos, 65, cnt_kills[0], wbs->maxkills);
|
|
}
|
|
if (sp_state >= 4)
|
|
{
|
|
WI_drawPercent (IntermissionFont, countpos, 90, cnt_items[0], wbs->maxitems);
|
|
}
|
|
if (sp_state >= 6)
|
|
{
|
|
WI_drawPercent (IntermissionFont, countpos, 115, cnt_secret[0], wbs->maxsecret);
|
|
}
|
|
if (sp_state >= 8)
|
|
{
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 85, 160, GStrings("TXT_IMTIME"),
|
|
DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
|
|
WI_drawTime (249, 160, cnt_time);
|
|
if (wi_showtotaltime)
|
|
{
|
|
WI_drawTime (249, 180, cnt_total_time);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ====================================================================
|
|
// WI_checkForAccelerate
|
|
// Purpose: See if the player has hit either the attack or use key
|
|
// or mouse button. If so we set acceleratestage to 1 and
|
|
// all those display routines above jump right to the end.
|
|
// Args: none
|
|
// Returns: void
|
|
//
|
|
// ====================================================================
|
|
void WI_checkForAccelerate(void)
|
|
{
|
|
int i;
|
|
player_t *player;
|
|
|
|
// check for button presses to skip delays
|
|
for (i = 0, player = players; i < MAXPLAYERS; i++, player++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
if ((player->cmd.ucmd.buttons ^ player->oldbuttons) &&
|
|
((players[i].cmd.ucmd.buttons & players[i].oldbuttons)
|
|
== players[i].oldbuttons) && player->Bot == NULL)
|
|
{
|
|
acceleratestage = 1;
|
|
playerready[i] = true;
|
|
}
|
|
player->oldbuttons = player->cmd.ucmd.buttons;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ====================================================================
|
|
// WI_Ticker
|
|
// Purpose: Do various updates every gametic, for stats, animation,
|
|
// checking that intermission music is running, etc.
|
|
// Args: none
|
|
// Returns: void
|
|
//
|
|
// ====================================================================
|
|
void WI_Ticker(void)
|
|
{
|
|
// counter for general background animation
|
|
bcnt++;
|
|
|
|
if (bcnt == 1)
|
|
{
|
|
// intermission music - use the defaults if none specified
|
|
if (level.info->InterMusic.IsNotEmpty())
|
|
S_ChangeMusic(level.info->InterMusic, level.info->intermusicorder);
|
|
else
|
|
S_ChangeMusic (gameinfo.intermissionMusic.GetChars(), gameinfo.intermissionOrder);
|
|
|
|
}
|
|
|
|
WI_checkForAccelerate();
|
|
|
|
switch (state)
|
|
{
|
|
case StatCount:
|
|
if (deathmatch) WI_updateDeathmatchStats();
|
|
else if (multiplayer) WI_updateNetgameStats();
|
|
else WI_updateStats();
|
|
break;
|
|
|
|
case ShowNextLoc:
|
|
WI_updateShowNextLoc();
|
|
break;
|
|
|
|
case NoState:
|
|
WI_updateNoState();
|
|
break;
|
|
|
|
case LeavingIntermission:
|
|
// Hush, GCC.
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void WI_loadData(void)
|
|
{
|
|
entering.Init(gameinfo.mStatscreenEnteringFont);
|
|
finished.Init(gameinfo.mStatscreenFinishedFont);
|
|
mapname.Init(gameinfo.mStatscreenMapNameFont);
|
|
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
kills = TexMan["WIOSTK"]; // "kills"
|
|
secret = TexMan["WIOSTS"]; // "scrt"
|
|
sp_secret = TexMan["WISCRT2"]; // "secret"
|
|
items = TexMan["WIOSTI"]; // "items"
|
|
frags = TexMan["WIFRGS"]; // "frgs"
|
|
timepic = TexMan["WITIME"]; // "time"
|
|
sucks = TexMan["WISUCKS"]; // "sucks"
|
|
par = TexMan["WIPAR"]; // "par"
|
|
killers = TexMan["WIKILRS"]; // "killers" (vertical]
|
|
victims = TexMan["WIVCTMS"]; // "victims" (horiz]
|
|
total = TexMan["WIMSTT"]; // "total"
|
|
// star = TexMan["STFST01"]; // your face
|
|
// bstar = TexMan["STFDEAD0"]; // dead face
|
|
p = TexMan["STPBANY"];
|
|
}
|
|
#if 0
|
|
else if (gameinfo.gametype & GAME_Raven)
|
|
{
|
|
if (gameinfo.gametype == GAME_Heretic)
|
|
{
|
|
star = TexMan["FACEA0"];
|
|
bstar = TexMan["FACEB0"];
|
|
}
|
|
else
|
|
{
|
|
star = BigFont->GetChar('*', NULL);
|
|
bstar = star;
|
|
}
|
|
}
|
|
else // Strife needs some handling, too!
|
|
{
|
|
star = BigFont->GetChar('*', NULL);
|
|
bstar = star;
|
|
}
|
|
#endif
|
|
|
|
// Use the local level structure which can be overridden by hubs
|
|
lnametexts[0] = level.LevelName;
|
|
|
|
level_info_t *li = FindLevelInfo(wbs->next);
|
|
if (li) lnametexts[1] = li->LookupLevelName();
|
|
else lnametexts[1] = "";
|
|
|
|
WI_LoadBackground(false);
|
|
}
|
|
|
|
void WI_unloadData ()
|
|
{
|
|
// [RH] The texture data gets unloaded at pre-map time, so there's nothing to do here
|
|
return;
|
|
}
|
|
|
|
void WI_Drawer (void)
|
|
{
|
|
switch (state)
|
|
{
|
|
case StatCount:
|
|
if (deathmatch)
|
|
WI_drawDeathmatchStats();
|
|
else if (multiplayer)
|
|
WI_drawNetgameStats();
|
|
else
|
|
WI_drawStats();
|
|
break;
|
|
|
|
case ShowNextLoc:
|
|
WI_drawShowNextLoc();
|
|
break;
|
|
|
|
case LeavingIntermission:
|
|
break;
|
|
|
|
default:
|
|
WI_drawNoState();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void WI_initVariables (wbstartstruct_t *wbstartstruct)
|
|
{
|
|
wbs = wbstartstruct;
|
|
acceleratestage = 0;
|
|
cnt = bcnt = 0;
|
|
me = wbs->pnum;
|
|
plrs = wbs->plyr;
|
|
}
|
|
|
|
void WI_Start (wbstartstruct_t *wbstartstruct)
|
|
{
|
|
noautostartmap = false;
|
|
V_SetBlend (0,0,0,0);
|
|
WI_initVariables (wbstartstruct);
|
|
WI_loadData ();
|
|
if (deathmatch)
|
|
WI_initDeathmatchStats();
|
|
else if (multiplayer)
|
|
WI_initNetgameStats();
|
|
else
|
|
WI_initStats();
|
|
S_StopAllChannels ();
|
|
SN_StopAllSequences ();
|
|
}
|