qzdoom/src/wi_stuff.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Intermission.
//
//-----------------------------------------------------------------------------
#ifndef __WI_STUFF__
#define __WI_STUFF__
#include "doomdef.h"
class FTexture;
//
// INTERMISSION
// Structure passed e.g. to WI_Start(wb)
//
struct wbplayerstruct_t
{
bool in; // whether the player is in game
// Player stats, kills, collected items etc.
int skills;
int sitems;
int ssecret;
int stime;
int frags[MAXPLAYERS];
int fragcount; // [RH] Cumulative frags for this player
};
struct wbstartstruct_t
{
int finished_ep;
int next_ep;
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
FString current; // [RH] Name of map just finished
FString next; // next level, [RH] actual map name
FTexture *LName0;
FTexture *LName1;
int maxkills;
int maxitems;
int maxsecret;
int maxfrags;
// the par time and sucktime
int partime; // in tics
int sucktime; // in minutes
// total time for the entire current game
int totaltime;
// index of this player in game
int pnum;
wbplayerstruct_t plyr[MAXPLAYERS];
};
// Intermission stats.
// Parameters for world map / intermission.
extern wbstartstruct_t wminfo;
// Called by main loop, animate the intermission.
void WI_Ticker ();
// Called by main loop,
// draws the intermission directly into the screen buffer.
void WI_Drawer ();
// Setup for an intermission screen.
void WI_Start (wbstartstruct_t *wbstartstruct);
#endif