qzdoom/src/hu_scores.cpp

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/*
** hu_scores.cpp
** Routines for drawing the deathmatch scoreboard.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include <ctype.h>
#include "doomdef.h"
#include "m_swap.h"
#include "hu_stuff.h"
#include "w_wad.h"
#include "s_sound.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "c_cvars.h"
#include "v_text.h"
#include "v_video.h"
#include "gi.h"
#include "d_gui.h"
#include "i_input.h"
#include "templates.h"
static const char *FaceNames[3] = { "FITEFACE", "CLERFACE", "MAGEFACE" };
static void HU_DrawTeamScores (player_t *, player_t *[MAXPLAYERS]);
static void HU_DrawSingleScores (player_t *, player_t *[MAXPLAYERS]);
static void HU_DrawTimeRemaining (int y);
static void HU_DrawPlayer (player_t *, bool, int, int, int, bool);
static int STACK_ARGS compare (const void *arg1, const void *arg2)
{
return (*(player_t **)arg2)->fragcount - (*(player_t **)arg1)->fragcount;
}
EXTERN_CVAR (Float, timelimit)
void HU_DrawScores (player_t *player)
{
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];
}
qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), compare);
if (teamplay)
{
HU_DrawTeamScores (player, sortedplayers);
}
else
{
HU_DrawSingleScores (player, sortedplayers);
}
BorderNeedRefresh = screen->GetPageCount ();
}
static void HU_DrawSingleScores (player_t *player, player_t *sortedplayers[MAXPLAYERS])
{
int i, x, y, maxwidth;
int height = screen->Font->GetHeight() * CleanYfac;
maxwidth = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int width = SmallFont->StringWidth (players[i].userinfo.netname);
if (width > maxwidth)
maxwidth = width;
}
}
x = (SCREENWIDTH >> 1) - (((maxwidth + 32 + 32 + 16) * CleanXfac) >> 1);
y = (ST_Y >> 1) - (MAXPLAYERS * 6);
if (y < 48) y = 48;
HU_DrawTimeRemaining (ST_Y - height);
for (i = 0; i < MAXPLAYERS && y < ST_Y - 12 * CleanYfac; i++)
{
if (playeringame[sortedplayers[i] - players])
{
HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, y, height, false);
y += height + CleanYfac;
}
}
}
static void HU_DrawTeamScores (player_t *player, player_t *sorted[MAXPLAYERS])
{
static const int teamColors[NUM_TEAMS] = { CR_RED, CR_BLUE, CR_GREEN, CR_GOLD };
char str[80];
int height = screen->Font->GetHeight() * CleanYfac;
int teamPlayers[NUM_TEAMS] = { 0 }, teamSlot[NUM_TEAMS];
int teamX[NUM_TEAMS], teamY[NUM_TEAMS], teamScore[NUM_TEAMS] = { 0 };
int numTeams = 0;
int i, j, tallest;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[sorted[i]-players] && sorted[i]->userinfo.team < NUM_TEAMS)
{
if (teamPlayers[sorted[i]->userinfo.team]++ == 0)
{
numTeams++;
}
teamScore[sorted[i]->userinfo.team] += sorted[i]->fragcount;
}
}
if (numTeams == 0)
{
HU_DrawSingleScores (player, sorted);
return;
}
HU_DrawTimeRemaining (ST_Y - height);
screen->SetFont (BigFont);
for (i = j = tallest = 0; i < NUM_TEAMS; ++i)
{
if (teamPlayers[i])
{
teamPlayers[j] = teamPlayers[i];
teamSlot[i] = j;
if (j < 2 && teamPlayers[i] > tallest)
{
tallest = teamPlayers[i];
}
else if (j == 2)
{
tallest = tallest * (height+CleanYfac) + 36*CleanYfac + teamY[0];
}
teamX[j] = (j&1) ? (SCREENWIDTH+teamX[0]) >> 1 : 10*CleanXfac;
teamY[j] = (j&2) ? tallest : (gamestate==GS_LEVEL?32*CleanYfac:
(56-100)*CleanYfac+(SCREENHEIGHT/2));
sprintf (str, "%s %d", TeamNames[i], teamScore[i]);
screen->DrawText (teamColors[i], teamX[j],
teamY[j] - 20*CleanYfac, str, DTA_CleanNoMove, true, TAG_DONE);
j++;
}
}
screen->SetFont (SmallFont);
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[sorted[i]-players] && sorted[i]->userinfo.team < NUM_TEAMS)
{
int slot = teamSlot[sorted[i]->userinfo.team];
HU_DrawPlayer (sorted[i], player==sorted[i], teamX[slot], teamY[slot], height, true);
teamY[slot] += height + CleanYfac;
}
}
}
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)
sprintf (str, "Level ends in %02d:%02d:%02d", hours, minutes, seconds);
else
sprintf (str, "Level ends in %02d:%02d", minutes, seconds);
screen->DrawText (CR_GREY, SCREENWIDTH/2 - SmallFont->StringWidth (str)/2*CleanXfac,
y, str, DTA_CleanNoMove, true, TAG_DONE);
}
}
static void HU_DrawPlayer (player_t *player, bool highlight, int x, int y, int height, bool pack)
{
char str[80];
float h, s, v, r, g, b;
int color;
D_GetPlayerColor (player - players, &h, &s, &v);
HSVtoRGB (&r, &g, &b, h, s, v);
color = ColorMatcher.Pick (clamp (int(r*255.f),0,255),
clamp (int(g*255.f),0,255), clamp (int(b*255.f),0,255));
screen->Clear (x, y, x + 24*CleanXfac, y + height, color);
if (gameinfo.gametype == GAME_Hexen &&
player->CurrentPlayerClass < 3)
{
screen->DrawTexture (TexMan[FaceNames[player->CurrentPlayerClass]], x+(pack?20:32)*CleanXfac, y,
DTA_CleanNoMove, true, TAG_DONE);
}
sprintf (str, "%d", player->fragcount);
screen->DrawText (highlight ? CR_GREEN : CR_BRICK, x+(pack?28:40)*CleanXfac, y, str,
DTA_CleanNoMove, true, TAG_DONE);
if (!highlight)
{
color = (demoplayback && player == &players[consoleplayer]) ? CR_GOLD : CR_GREY;
}
else
{
color = CR_GREEN;
}
screen->DrawText (color, x + (pack?54:72)*CleanXfac, y, player->userinfo.netname,
DTA_CleanNoMove, true, TAG_DONE);
}