qzdoom-gpl/src/hu_scores.cpp
Edward Richardson a3a7ee569f Multi-intermission waits for all players + changes
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.

- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.

- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.

- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00

475 lines
14 KiB
C++

/*
** hu_scores.cpp
** Routines for drawing the scoreboards.
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** Copyright 2007-2008 Christopher Westley
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "c_console.h"
#include "st_stuff.h"
#include "teaminfo.h"
#include "templates.h"
#include "v_video.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_netinf.h"
#include "v_font.h"
#include "v_palette.h"
#include "d_player.h"
#include "hu_stuff.h"
#include "gstrings.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]);
static void HU_DrawTimeRemaining (int y);
static void HU_DrawPlayer (player_t *, bool, int, int, int, int, int, int, int, int);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (Float, timelimit)
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (Bool, sb_cooperative_enable, true, CVAR_ARCHIVE)
CVAR (Int, sb_cooperative_headingcolor, CR_RED, CVAR_ARCHIVE)
CVAR (Int, sb_cooperative_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
CVAR (Int, sb_cooperative_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
CVAR (Bool, sb_deathmatch_enable, true, CVAR_ARCHIVE)
CVAR (Int, sb_deathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
CVAR (Int, sb_deathmatch_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
CVAR (Int, sb_deathmatch_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
CVAR (Bool, sb_teamdeathmatch_enable, true, CVAR_ARCHIVE)
CVAR (Int, sb_teamdeathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
int STACK_ARGS comparepoints (const void *arg1, const void *arg2)
{
// Compare first be frags/kills, then by name.
player_t *p1 = *(player_t **)arg1;
player_t *p2 = *(player_t **)arg2;
int diff;
diff = deathmatch ? p2->fragcount - p1->fragcount : p2->killcount - p1->killcount;
if (diff == 0)
{
diff = stricmp(p1->userinfo.GetName(), p2->userinfo.GetName());
}
return diff;
}
int STACK_ARGS compareteams (const void *arg1, const void *arg2)
{
// Compare first by teams, then by frags, then by name.
player_t *p1 = *(player_t **)arg1;
player_t *p2 = *(player_t **)arg2;
int diff;
diff = p1->userinfo.GetTeam() - p2->userinfo.GetTeam();
if (diff == 0)
{
diff = p2->fragcount - p1->fragcount;
if (diff == 0)
{
diff = stricmp (p1->userinfo.GetName(), p2->userinfo.GetName());
}
}
return diff;
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// HU_DrawScores
//
//==========================================================================
void HU_DrawScores (player_t *player)
{
if (deathmatch)
{
if (teamplay)
{
if (!sb_teamdeathmatch_enable)
return;
}
else
{
if (!sb_deathmatch_enable)
return;
}
}
else
{
if (!sb_cooperative_enable || !multiplayer)
return;
}
int i, j;
player_t *sortedplayers[MAXPLAYERS];
if (player->camera && player->camera->player)
player = player->camera->player;
sortedplayers[MAXPLAYERS-1] = player;
for (i = 0, j = 0; j < MAXPLAYERS - 1; i++, j++)
{
if (&players[i] == player)
i++;
sortedplayers[j] = &players[i];
}
if (teamplay && deathmatch)
qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams);
else
qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints);
HU_DoDrawScores (player, sortedplayers);
V_SetBorderNeedRefresh();
}
//==========================================================================
//
// HU_GetPlayerWidths
//
// Returns the widest player name and class icon.
//
//==========================================================================
void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheight)
{
maxnamewidth = SmallFont->StringWidth("Name");
maxscorewidth = 0;
maxiconheight = 0;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int width = SmallFont->StringWidth(players[i].userinfo.GetName());
if (width > maxnamewidth)
{
maxnamewidth = width;
}
if (players[i].mo->ScoreIcon.isValid())
{
FTexture *pic = TexMan[players[i].mo->ScoreIcon];
width = pic->GetScaledWidth() - pic->GetScaledLeftOffset() + 2;
if (width > maxscorewidth)
{
maxscorewidth = width;
}
// The icon's top offset does not count toward its height, because
// zdoom.pk3's standard Hexen class icons are designed that way.
int height = pic->GetScaledHeight() - pic->GetScaledTopOffset();
if (height > maxiconheight)
{
maxiconheight = height;
}
}
}
}
}
//==========================================================================
//
// HU_DoDrawScores
//
//==========================================================================
static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYERS])
{
int color;
int height, lineheight;
unsigned int i;
int maxnamewidth, maxscorewidth, maxiconheight;
int numTeams = 0;
int x, y, ypadding, bottom;
int col2, col3, col4;
if (deathmatch)
{
if (teamplay)
color = sb_teamdeathmatch_headingcolor;
else
color = sb_deathmatch_headingcolor;
}
else
{
color = sb_cooperative_headingcolor;
}
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
height = SmallFont->GetHeight() * CleanYfac;
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
bottom = ST_Y;
y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
HU_DrawTimeRemaining (bottom - height);
if (teamplay && deathmatch)
{
y -= (BigFont->GetHeight() + 8) * CleanYfac;
for (i = 0; i < Teams.Size (); i++)
{
Teams[i].m_iPlayerCount = 0;
Teams[i].m_iScore = 0;
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[sortedplayers[i]-players] && TeamLibrary.IsValidTeam (sortedplayers[i]->userinfo.GetTeam()))
{
if (Teams[sortedplayers[i]->userinfo.GetTeam()].m_iPlayerCount++ == 0)
{
numTeams++;
}
Teams[sortedplayers[i]->userinfo.GetTeam()].m_iScore += sortedplayers[i]->fragcount;
}
}
int scorexwidth = SCREENWIDTH / MAX(8, numTeams);
int numscores = 0;
int scorex;
for (i = 0; i < Teams.Size(); ++i)
{
if (Teams[i].m_iPlayerCount)
{
numscores++;
}
}
scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2;
for (i = 0; i < Teams.Size(); ++i)
{
if (Teams[i].m_iPlayerCount)
{
char score[80];
mysnprintf (score, countof(score), "%d", Teams[i].m_iScore);
screen->DrawText (BigFont, Teams[i].GetTextColor(),
scorex - BigFont->StringWidth(score)*CleanXfac/2, y, score,
DTA_CleanNoMove, true, TAG_DONE);
scorex += scorexwidth;
}
}
y += (BigFont->GetHeight() + 8) * CleanYfac;
}
const char *text_color = GStrings("SCORE_COLOR"),
*text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"),
*text_name = GStrings("SCORE_NAME");
col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac;
col4 = col3 + maxscorewidth * CleanXfac;
x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1);
screen->DrawText (SmallFont, color, x, y, text_color,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, x + col2, y, text_frags,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, x + col4, y, text_name,
DTA_CleanNoMove, true, TAG_DONE);
y += height + 6 * CleanYfac;
bottom -= height;
for (i = 0; i < MAXPLAYERS && y <= bottom; i++)
{
if (playeringame[sortedplayers[i] - players])
{
HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, col2, col3, col4, maxnamewidth, y, ypadding, lineheight);
y += lineheight + CleanYfac;
}
}
}
//==========================================================================
//
// HU_DrawTimeRemaining
//
//==========================================================================
static void HU_DrawTimeRemaining (int y)
{
if (deathmatch && timelimit && gamestate == GS_LEVEL)
{
char str[80];
int timeleft = (int)(timelimit * TICRATE * 60) - level.maptime;
int hours, minutes, seconds;
if (timeleft < 0)
timeleft = 0;
hours = timeleft / (TICRATE * 3600);
timeleft -= hours * TICRATE * 3600;
minutes = timeleft / (TICRATE * 60);
timeleft -= minutes * TICRATE * 60;
seconds = timeleft / TICRATE;
if (hours)
mysnprintf (str, countof(str), "Level ends in %d:%02d:%02d", hours, minutes, seconds);
else
mysnprintf (str, countof(str), "Level ends in %d:%02d", minutes, seconds);
screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH/2 - SmallFont->StringWidth (str)/2*CleanXfac,
y, str, DTA_CleanNoMove, true, TAG_DONE);
}
}
//==========================================================================
//
// HU_DrawPlayer
//
//==========================================================================
static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int maxnamewidth, int y, int ypadding, int height)
{
int color;
char str[80];
if (highlight)
{
// The teamplay mode uses colors to show teams, so we need some
// other way to do highlighting. And it may as well be used for
// all modes for the sake of consistancy.
screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col4 + (maxnamewidth + 24)*CleanXfac, height + 2);
}
col2 += col1;
col3 += col1;
col4 += col1;
color = HU_GetRowColor(player, highlight);
HU_DrawColorBar(col1, y, height, (int)(player - players));
mysnprintf (str, countof(str), "%d", deathmatch ? player->fragcount : player->killcount);
screen->DrawText (SmallFont, color, col2, y + ypadding, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str,
DTA_CleanNoMove, true, TAG_DONE);
if (player->mo->ScoreIcon.isValid())
{
FTexture *pic = TexMan[player->mo->ScoreIcon];
screen->DrawTexture (pic, col3, y,
DTA_CleanNoMove, true,
TAG_DONE);
}
screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.GetName(),
DTA_CleanNoMove, true, TAG_DONE);
if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ())
{
FTexture *pic = TexMan[Teams[player->userinfo.GetTeam()].GetLogo().GetChars ()];
screen->DrawTexture (pic, col1 - (pic->GetScaledWidth() + 2) * CleanXfac, y,
DTA_CleanNoMove, true, TAG_DONE);
}
}
//==========================================================================
//
// HU_DrawColorBar
//
//==========================================================================
void HU_DrawColorBar(int x, int y, int height, int playernum)
{
float h, s, v, r, g, b;
D_GetPlayerColor (playernum, &h, &s, &v, NULL);
HSVtoRGB (&r, &g, &b, h, s, v);
screen->Clear (x, y, x + 24*CleanXfac, y + height, -1,
MAKEARGB(255,clamp(int(r*255.f),0,255),
clamp(int(g*255.f),0,255),
clamp(int(b*255.f),0,255)));
}
//==========================================================================
//
// HU_GetRowColor
//
//==========================================================================
int HU_GetRowColor(player_t *player, bool highlight)
{
if (teamplay && deathmatch)
{
if (TeamLibrary.IsValidTeam (player->userinfo.GetTeam()))
return Teams[player->userinfo.GetTeam()].GetTextColor();
else
return CR_GREY;
}
else
{
if (!highlight)
{
if (demoplayback && player == &players[consoleplayer])
{
return CR_GOLD;
}
else
{
return deathmatch ? sb_deathmatch_otherplayercolor : sb_cooperative_otherplayercolor;
}
}
else
{
return deathmatch ? sb_deathmatch_yourplayercolor : sb_cooperative_yourplayercolor;
}
}
}