// 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. // // $Log:$ // // DESCRIPTION: // Intermission screens. // //----------------------------------------------------------------------------- // Enhancements by Graf Zahl #include #include #include "m_random.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_game.h" #include "g_level.h" #include "r_local.h" #include "s_sound.h" #include "doomstat.h" #include "v_video.h" #include "i_video.h" #include "wi_stuff.h" #include "c_console.h" #include "hu_stuff.h" #include "v_palette.h" #include "s_sndseq.h" #include "sc_man.h" #include "v_text.h" #include "gi.h" #include "r_translate.h" // States for the intermission typedef enum { NoState = -1, StatCount, ShowNextLoc, LeavingIntermission } stateenum_t; CVAR (Bool, wi_percents, true, CVAR_ARCHIVE) CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE) CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE) void WI_loadData (); void WI_unloadData (); #define NEXTSTAGE (gameinfo.gametype == GAME_Doom ? "weapons/rocklx" : "doors/dr1_clos") #define PASTSTATS (gameinfo.gametype == GAME_Doom ? "weapons/shotgr" : "plats/pt1_stop") // GLOBAL LOCATIONS #define WI_TITLEY 2 #define WI_SPACINGY 33 // SINGPLE-PLAYER STUFF #define SP_STATSX 50 #define SP_STATSY 50 #define SP_TIMEX 8 #define SP_TIMEY (200-32) // NET GAME STUFF #define NG_STATSY 50 #define NG_STATSX (32 + star->GetWidth()/2 + 32*!dofrags) #define NG_SPACINGX 64 // DEATHMATCH STUFF #define DM_MATRIXX 42 #define DM_MATRIXY 68 #define DM_SPACINGX 40 #define DM_TOTALSX 269 #define DM_KILLERSX 10 #define DM_KILLERSY 100 #define DM_VICTIMSX 5 #define DM_VICTIMSY 50 // These animation variables, structures, etc. are used for the // DOOM/Ultimate DOOM intermission screen animations. This is // totally different from any sprite or texture/flat animations typedef enum { ANIM_ALWAYS, // determined by patch entry ANIM_PIC, // continuous // condition bitflags ANIM_IFVISITED=8, ANIM_IFNOTVISITED=16, ANIM_IFENTERING=32, ANIM_IFNOTENTERING=64, ANIM_IFLEAVING=128, ANIM_IFNOTLEAVING=256, ANIM_IFTRAVELLING=512, ANIM_IFNOTTRAVELLING=1024, ANIM_TYPE=7, ANIM_CONDITION=~7, } animenum_t; typedef struct { int x, y; } yahpt_t; struct lnode_t { int x; // x/y coordinate pair structure int y; char level[9]; } ; #define FACEBACKOFS 4 // // Animation. // There is another anim_t used in p_spec. // (which is why I have renamed this one!) // #define MAX_ANIMATION_FRAMES 20 typedef struct { int type; // Made an int so I can use '|' int period; // period in tics between animations int nanims; // number of animation frames yahpt_t loc; // location of animation int data; // ALWAYS: n/a, RANDOM: period deviation (<256) FTexture * p[MAX_ANIMATION_FRAMES]; // actual graphics for frames of animations // following must be initialized to zero before use! int nexttic; // next value of bcnt (used in conjunction with period) int ctr; // next frame number to animate int state; // used by RANDOM and LEVEL when animating char levelname[9]; char levelname2[9]; } in_anim_t; static TArray lnodes; static TArray anims; // // GENERAL DATA // // // Locally used stuff. // // States for single-player #define SP_KILLS 0 #define SP_ITEMS 2 #define SP_SECRET 4 #define SP_FRAGS 6 #define SP_TIME 8 #define SP_PAR ST_TIME #define SP_PAUSE 1 #define SHOWNEXTLOCDELAY 4 // in seconds static int acceleratestage; // used to accelerate or skip a stage static int me; // wbs->pnum static stateenum_t state; // specifies current state static wbstartstruct_t *wbs; // contains information passed into intermission static wbplayerstruct_t*plrs; // wbs->plyr[] static int cnt; // used for general timing static int bcnt; // used for timing of background animation static int cnt_kills[MAXPLAYERS]; static int cnt_items[MAXPLAYERS]; static int cnt_secret[MAXPLAYERS]; static int cnt_time; static int cnt_total_time; static int cnt_par; static int cnt_pause; static bool noautostartmap; // // GRAPHICS // static TArray yah; // You Are Here graphic static FTexture* splat; // splat static FTexture* percent; // %, : graphics static FTexture* colon; static FTexture* slash; static FTexture* num[10]; // 0-9 graphic static FTexture* wiminus; // minus sign static FTexture* finished; // "Finished!" graphics static FTexture* entering; // "Entering" graphic static FTexture* sp_secret; // "secret" static FTexture* kills; // "Kills", "Scrt", "Items", "Frags" static FTexture* secret; static FTexture* items; static FTexture* frags; static FTexture* timepic; // Time sucks. static FTexture* par; static FTexture* sucks; static FTexture* killers; // "killers", "victims" static FTexture* victims; static FTexture* total; // "Total", your face, your dead face static FTexture* star; static FTexture* bstar; static FTexture* p; // Player graphic static FTexture* lnames[2]; // Name graphics of each level (centered) // [RH] Info to dynamically generate the level name graphics static const char *lnametexts[2]; static FTexture *background; // // CODE // // ==================================================================== // // Background script commands // // ==================================================================== static const char *WI_Cmd[]={ "Background", "Splat", "Pointer", "Spots", "IfEntering", "IfNotEntering", "IfVisited", "IfNotVisited", "IfLeaving", "IfNotLeaving", "IfTravelling", "IfNotTravelling", "Animation", "Pic", "NoAutostartMap", NULL }; //==================================================================== // // Loads the background - either from a single texture // or an intermission lump. // Unfortunately the texture manager is incapable of recognizing text // files so if you use a script you have to prefix its name by '$' in // MAPINFO. // //==================================================================== static bool IsExMy(const char * name) { // Only check for the first 3 episodes. They are the only ones with default intermission scripts. // Level names can be upper- and lower case so use tolower to check! return (tolower(name[0])=='e' && name[1]>='1' && name[1]<='3' && tolower(name[2])=='m'); } void WI_LoadBackground(bool isenterpic) { const char * lumpname = NULL; char buffer[10]; in_anim_t an; lnode_t pt; FTextureID texture; bcnt=0; texture.SetInvalid(); if (isenterpic) { level_info_t * li = FindLevelInfo(wbs->next); if (li != NULL) lumpname = li->enterpic; } else { lumpname = level.info->exitpic; } // Try to get a default if nothing specified if (lumpname == NULL || lumpname[0]==0) { lumpname = NULL; switch(gameinfo.gametype) { case GAME_Doom: if (gamemode != commercial) { const char *level = isenterpic ? wbs->next : wbs->current; if (IsExMy(level)) { mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]); lumpname = buffer; } } if (!lumpname) { if (isenterpic) { // One special case needs to be handled here! // If going from E1-E3 to E4 the default should be used, not the exit pic. // Not if the exit pic is user defined! if (level.info->exitpic != NULL && level.info->exitpic[0]!=0) return; // E1-E3 need special treatment when playing Doom 1. if (gamemode!=commercial) { // not if the last level is not from the first 3 episodes if (!IsExMy(wbs->current)) return; // not if the next level is one of the first 3 episodes if (IsExMy(wbs->next)) return; } } lumpname = "INTERPIC"; } break; case GAME_Heretic: if (isenterpic) { if (IsExMy(wbs->next)) { mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]); lumpname = buffer; } } if (!lumpname) { if (isenterpic) return; lumpname = "FLOOR16"; } break; case GAME_Hexen: if (isenterpic) return; lumpname = "INTERPIC"; break; case GAME_Strife: default: // Strife doesn't have an intermission pic so choose something neutral. if (isenterpic) return; lumpname = gameinfo.borderFlat; break; } } if (lumpname == NULL) { // shouldn't happen! background = NULL; return; } lnodes.Clear(); anims.Clear(); yah.Clear(); splat = NULL; // a name with a starting '$' indicates an intermission script if (*lumpname!='$') { texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny); } else { int lumpnum=Wads.CheckNumForFullName(lumpname+1, true); if (lumpnum>=0) { FScanner sc(lumpnum); while (sc.GetString()) { memset(&an,0,sizeof(an)); int caseval = sc.MustMatchString(WI_Cmd); switch(caseval) { case 0: // Background sc.MustGetString(); texture=TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch,FTextureManager::TEXMAN_TryAny); break; case 1: // Splat sc.MustGetString(); splat=TexMan[sc.String]; break; case 2: // Pointers while (sc.GetString() && !sc.Crossed) { yah.Push(TexMan[sc.String]); } if (sc.Crossed) sc.UnGet(); break; case 3: // Spots sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); strncpy(pt.level, sc.String,8); pt.level[8] = 0; sc.MustGetNumber(); pt.x = sc.Number; sc.MustGetNumber(); pt.y = sc.Number; lnodes.Push(pt); } break; case 4: // IfEntering an.type = ANIM_IFENTERING; goto readanimation; case 5: // IfEntering an.type = ANIM_IFNOTENTERING; goto readanimation; case 6: // IfVisited an.type = ANIM_IFVISITED; goto readanimation; case 7: // IfNotVisited an.type = ANIM_IFNOTVISITED; goto readanimation; case 8: // IfLeaving an.type = ANIM_IFLEAVING; goto readanimation; case 9: // IfNotLeaving an.type = ANIM_IFNOTLEAVING; goto readanimation; case 10: // IfTravelling an.type = ANIM_IFTRAVELLING; sc.MustGetString(); strncpy(an.levelname2, sc.String, 8); an.levelname2[8] = 0; goto readanimation; case 11: // IfNotTravelling an.type = ANIM_IFTRAVELLING; sc.MustGetString(); strncpy(an.levelname2, sc.String, 8); an.levelname2[8] = 0; goto readanimation; case 14: // NoAutostartMap noautostartmap = true; break; readanimation: sc.MustGetString(); strncpy(an.levelname, sc.String, 8); an.levelname[8] = 0; sc.MustGetString(); caseval=sc.MustMatchString(WI_Cmd); default: switch (caseval) { case 12: // Animation an.type |= ANIM_ALWAYS; sc.MustGetNumber(); an.loc.x = sc.Number; sc.MustGetNumber(); an.loc.y = sc.Number; sc.MustGetNumber(); an.period = sc.Number; an.nexttic = 1 + (M_Random() % an.period); if (sc.GetString()) { if (sc.Compare("ONCE")) { an.data = 1; } else { sc.UnGet(); } } if (!sc.CheckString("{")) { sc.MustGetString(); an.p[an.nanims++] = TexMan[sc.String]; } else { while (!sc.CheckString("}")) { sc.MustGetString(); if (an.nanimstype & 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; int animwidth=320; // For a flat fill or clear background scale animations to 320x200 int 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->GetWidth(); animheight = background->GetHeight(); screen->FillBorder (NULL); screen->DrawTexture(background, 0, 0, DTA_VirtualWidth, animwidth, DTA_VirtualHeight, animheight, TAG_DONE); } else { screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background); } } else { screen->Clear(0,0, SCREENWIDTH, SCREENHEIGHT, 0, 0); } for(i=0;itype & 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_VirtualWidth, animwidth, DTA_VirtualHeight, animheight, TAG_DONE); } } //==================================================================== // // Draws a single character with a shadow // //==================================================================== static void WI_DrawCharPatch (FTexture *patch, int x, int y) { if (patch->UseType != FTexture::TEX_FontChar) { screen->DrawTexture (patch, x, y, DTA_Clean, true, DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2, TAG_DONE); } else { screen->DrawTexture (patch, x, y, DTA_Clean, true, DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2, DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED), // otherwise it doesn't look good in Strife! TAG_DONE); } } //==================================================================== // // 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,const char * levelname, bool nomove=false) { int i; size_t l; const char * p; int h=0; int lumph; lumph=BigFont->GetHeight(); p=levelname; l=strlen(p); if (!l) return 0; screen->SetFont(BigFont); FBrokenLines *lines = V_BreakLines(BigFont, 320, p); if (lines) { for (i = 0; lines[i].Width >= 0; i++) { if (!nomove) { screen->DrawText(CR_UNTRANSLATED, 160 - lines[i].Width/2, y+h, lines[i].Text, DTA_Clean, true, TAG_DONE); } else { screen->DrawText(CR_UNTRANSLATED, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, (y+h) * CleanYfac, lines[i].Text, DTA_CleanNoMove, true, TAG_DONE); } h+=lumph; } V_FreeBrokenLines(lines); } screen->SetFont(SmallFont); return h+lumph/4; } //==================================================================== // // Draws " Finished!" // // 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_drawLF () { int y = WI_TITLEY; FTexture * tex = wbs->lname0[0]? TexMan[wbs->lname0] : NULL; // draw if (tex) { screen->DrawTexture(tex, 160-tex->GetWidth()/2, y, DTA_Clean, true, TAG_DONE); y += tex->GetHeight() + BigFont->GetHeight()/4; } else { y+=WI_DrawName(y, lnametexts[0]); } // draw "Finished!" if (y < NG_STATSY - screen->Font->GetHeight()*3/4) { // don't draw 'finished' if the level name is too high! if (gameinfo.gametype == GAME_Doom) { screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE); } else { screen->SetFont(gameinfo.gametype&GAME_Raven? SmallFont : BigFont); screen->DrawText(CR_WHITE, 160 - screen->Font->StringWidth("finished")/2, y-4, "finished", DTA_Clean, true, TAG_DONE); screen->SetFont(SmallFont); } } } //==================================================================== // // Draws "Entering " // // 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; // draw "entering" // be careful with the added height so that it works for oversized 'entering' patches! if (gameinfo.gametype == GAME_Doom) { screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE); y += entering->GetHeight() + screen->Font->GetHeight()/4; } else { screen->SetFont(gameinfo.gametype&GAME_Raven? SmallFont : BigFont); screen->DrawText(CR_WHITE, (SCREENWIDTH - screen->Font->StringWidth("now entering:") * CleanXfac) / 2, y * CleanYfac, "now entering:", DTA_CleanNoMove, true, TAG_DONE); y += screen->Font->GetHeight()*5/4; screen->SetFont(SmallFont); } // draw FTexture * tex = wbs->lname1[0]? TexMan[wbs->lname1] : NULL; if (tex) { screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE); } else { WI_DrawName(y, lnametexts[1], true); } } //==================================================================== // // 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;iGetWidth(); bottom = c[i]->GetHeight(); left = lnodes[n].x - c[i]->LeftOffset; top = lnodes[n].y - c[i]->TopOffset; 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. // Returns new x position. // // ==================================================================== int WI_drawNum (int x, int y, int n, int digits, bool leadingzeros = true) { int fontwidth = num[3]->GetWidth(); int xofs; char text[8]; char *text_p; if (leadingzeros) { mysnprintf (text, countof(text), "%07d", n); } else { mysnprintf (text, countof(text), "%7d", n); if (digits < 0) { text_p = strrchr (text, ' '); digits = (text_p == NULL) ? 7 : 6 - (int)(text_p - text); x -= digits * fontwidth; } } text_p = strchr (text, '-'); if (text_p == NULL || text_p - text > 7 - digits) { text_p = text + 7 - digits; } xofs = x; if (*text_p == '-') { x -= fontwidth; WI_DrawCharPatch (wiminus, x, y); } // draw the new number while (*text_p) { if (*text_p >= '0' && *text_p <= '9') { FTexture *p = num[*text_p - '0']; WI_DrawCharPatch (p, xofs + (fontwidth - p->GetWidth())/2, y); } text_p++; xofs += fontwidth; } return x; } // ==================================================================== // // // // ==================================================================== void WI_drawPercent (int x, int y, int p, int b) { if (p < 0) return; if (wi_percents) { WI_DrawCharPatch (percent, x, y); if (b == 0) WI_drawNum (x, y, 100, -1, false); else WI_drawNum(x, y, p * 100 / b, -1, false); } else { int y2 = y + percent->GetHeight() - screen->Font->GetHeight (); x = WI_drawNum (x, y, b, -1, false); x -= SmallFont->StringWidth (" OF "); screen->DrawText (CR_UNTRANSLATED, x, y2, " OF", DTA_Clean, true, TAG_DONE); WI_drawNum (x, y, p, -1, false); } } //==================================================================== // // 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; 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 = num[3]->GetWidth(); int colon_spacing = colon->GetWidth(); x -= 2*num_spacing; WI_drawNum (x, y, seconds, 2); x -= colon_spacing; WI_DrawCharPatch (colon, x , y); x -= 2*num_spacing ; WI_drawNum (x, y, minutes, 2, hours!=0); if (hours) { x -= colon_spacing; WI_DrawCharPatch (colon, x , y); x -= 2*num_spacing ; WI_drawNum (x, y, hours, 2); } if (sucky) { // "sucks" if (sucks != NULL) { screen->DrawTexture (sucks, x - sucks->GetWidth(), y - num[0]->GetHeight() - 2, DTA_Clean, true, TAG_DONE); } else { screen->SetFont (BigFont); screen->DrawText (CR_UNTRANSLATED, x - BigFont->StringWidth("SUCKS"), y - BigFont->GetHeight() - 2, "SUCKS", DTA_Clean, true, TAG_DONE); screen->SetFont (SmallFont); } } } void WI_End () { state = LeavingIntermission; WI_unloadData (); //Added by mc if (deathmatch) { bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator); } } void WI_initNoState () { state = NoState; acceleratestage = 0; cnt = 10; } void WI_updateNoState () { WI_updateAnimatedBack(); if (!wi_noautostartmap && !noautostartmap) cnt--; if (acceleratestage) cnt=0; 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 ; iflags & 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 99) dm_frags[i][j] = 99; if (dm_frags[i][j] < -99) dm_frags[i][j] = -99; stillticking = true; } } dm_totals[i] = WI_fragSum(i); if (dm_totals[i] > 99) dm_totals[i] = 99; if (dm_totals[i] < -99) dm_totals[i] = -99; } } if (!stillticking) { S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); dm_state++; } */ dm_state = 3; } else if (dm_state == 4) { if (acceleratestage) { S_Sound (CHAN_VOICE | CHAN_UI, "players/male/gibbed", 1, ATTN_NONE); if (gamemode == commercial) WI_initNoState(); else WI_initShowNextLoc(); } } else if (dm_state & 1) { if (!--cnt_pause) { dm_state++; cnt_pause = TICRATE; } } } void WI_drawDeathmatchStats () { // draw animated background WI_drawBackground(); WI_drawLF(); // [RH] Draw heads-up scores display HU_DrawScores (&players[me]); /* int i; int j; int x; int y; int w; int lh; // line height lh = WI_SPACINGY; // draw stat titles (top line) V_DrawPatchClean(DM_TOTALSX-LittleShort(total->width)/2, DM_MATRIXY-WI_SPACINGY+10, &FB, total); V_DrawPatchClean(DM_KILLERSX, DM_KILLERSY, &FB, killers); V_DrawPatchClean(DM_VICTIMSX, DM_VICTIMSY, &FB, victims); // draw P? x = DM_MATRIXX + DM_SPACINGX; y = DM_MATRIXY; for (i=0 ; iwidth)/2, DM_MATRIXY - WI_SPACINGY, &FB, p[i]); V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2, y, &FB, p[i]); if (i == me) { V_DrawPatchClean(x-LittleShort(p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, &FB, bstar); V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2, y, &FB, star); } } x += DM_SPACINGX; y += WI_SPACINGY; } // draw stats y = DM_MATRIXY+10; w = LittleShort(num[0]->width); for (i=0 ; i plrs[i].skills) cnt_kills[i] = plrs[i].skills; else stillticking = true; } if (!stillticking) { S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); ng_state++; } } else if (ng_state == 4) { if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i plrs[i].sitems) cnt_items[i] = plrs[i].sitems; else stillticking = true; } if (!stillticking) { S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); ng_state++; } } else if (ng_state == 6) { if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i plrs[i].ssecret) cnt_secret[i] = plrs[i].ssecret; else stillticking = true; } if (!stillticking) { S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); ng_state += 1 + 2*!dofrags; } } else if (ng_state == 8) { if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); stillticking = false; for (i=0 ; i= (fsum = WI_fragSum(i))) cnt_frags[i] = fsum; else stillticking = true; } if (!stillticking) { S_Sound (CHAN_VOICE | CHAN_UI, "player/male/death1", 1, ATTN_NONE); ng_state++; } } else if (ng_state == 10) { if (acceleratestage) { S_Sound (CHAN_VOICE | CHAN_UI, PASTSTATS, 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; int pwidth = percent->GetWidth(); // draw animated background WI_drawBackground(); WI_drawLF(); if (gameinfo.gametype == GAME_Doom) { // draw stat titles (top line) screen->DrawTexture (kills, NG_STATSX+NG_SPACINGX-kills->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); screen->DrawTexture (items, NG_STATSX+2*NG_SPACINGX-items->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); screen->DrawTexture (secret, NG_STATSX+3*NG_SPACINGX-secret->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); if (dofrags) screen->DrawTexture (frags, NG_STATSX+4*NG_SPACINGX-frags->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); // draw stats y = NG_STATSY + kills->GetHeight(); for (i = 0; i < MAXPLAYERS; i++) { if (y >= 200-WI_SPACINGY) break; if (!playeringame[i]) continue; x = NG_STATSX; // [RH] Only use one graphic for the face backgrounds screen->DrawTexture (p, x - p->GetWidth(), y, DTA_Translation, translationtables[TRANSLATION_Players](i), DTA_Clean, true, TAG_DONE); if (i == me) screen->DrawTexture (star, x - p->GetWidth(), y, DTA_Translation, translationtables[TRANSLATION_Players](i), DTA_Clean, true, TAG_DONE); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_kills[i], wbs->maxkills); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_items[i], wbs->maxitems); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_secret[i], wbs->maxsecret); x += NG_SPACINGX; if (dofrags) WI_drawNum(x, y+10, cnt_frags[i], -1, false); y += WI_SPACINGY; } } else { if (gameinfo.gametype & GAME_Raven) { screen->SetFont (BigFont); screen->DrawText (CR_UNTRANSLATED, 95, 35, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 155, 35, "BONUS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 232, 35, "SECRET", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); y = 50; } else { screen->SetFont (SmallFont); screen->DrawText (CR_UNTRANSLATED, 95, 50, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 155, 50, "BONUS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 232, 50, "SECRET", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); y = 62; } WI_drawLF (); for (i = 0; i < MAXPLAYERS; i++) { if (y >= 200-WI_SPACINGY) break; if (!playeringame[i]) continue; if (gameinfo.gametype == GAME_Heretic) { screen->DrawTexture (star, 25, y, DTA_Translation, translationtables[TRANSLATION_Players](i), DTA_Clean, true, TAG_DONE); } else // Hexen and Strife don't have a face graphic for this. { char pstr[3]={'P', '1'+i, 0}; screen->SetFont (BigFont); screen->DrawText(CR_UNTRANSLATED, 25, y+10, pstr, DTA_Clean, true, TAG_DONE); } WI_drawPercent (127, y+10, cnt_kills[i], wbs->maxkills); if (ng_state >= 4) { WI_drawPercent (202, y+10, cnt_items[i], wbs->maxitems); if (ng_state >= 6) { WI_drawPercent (279, y+10, cnt_secret[i], wbs->maxsecret); } } y += 37; } screen->SetFont (SmallFont); } } 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 ((gameinfo.gametype != GAME_Doom || acceleratestage) && sp_state != 10) { if (acceleratestage) { acceleratestage = 0; sp_state = 10; S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); } cnt_kills[0] = plrs[me].skills; cnt_items[0] = plrs[me].sitems; cnt_secret[0] = plrs[me].ssecret; cnt_time = plrs[me].stime / TICRATE; cnt_par = wbs->partime / TICRATE; cnt_total_time = wbs->totaltime / TICRATE; } if (sp_state == 2) { if (gameinfo.gametype == GAME_Doom) { cnt_kills[0] += 2; if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); } if (cnt_kills[0] >= plrs[me].skills) { cnt_kills[0] = plrs[me].skills; S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); sp_state++; } } else if (sp_state == 4) { if (gameinfo.gametype == GAME_Doom) { cnt_items[0] += 2; if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); } if (cnt_items[0] >= plrs[me].sitems) { cnt_items[0] = plrs[me].sitems; S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); sp_state++; } } else if (sp_state == 6) { if (gameinfo.gametype == GAME_Doom) { cnt_secret[0] += 2; if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); } if (cnt_secret[0] >= plrs[me].ssecret) { cnt_secret[0] = plrs[me].ssecret; S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); sp_state++; } } else if (sp_state == 8) { if (gameinfo.gametype == GAME_Doom) { if (!(bcnt&3)) S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE); cnt_time += 3; cnt_par += 3; cnt_total_time += 3; } if (cnt_time >= plrs[me].stime / TICRATE) cnt_time = plrs[me].stime / TICRATE; if (cnt_total_time >= wbs->totaltime / TICRATE) cnt_total_time = wbs->totaltime / TICRATE; if (cnt_par >= wbs->partime / TICRATE) { cnt_par = wbs->partime / TICRATE; if (cnt_time >= plrs[me].stime / TICRATE) { cnt_total_time = wbs->totaltime / TICRATE; S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE); sp_state++; } } } else if (sp_state == 10) { if (acceleratestage) { S_Sound (CHAN_VOICE | CHAN_UI, 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 = (3*num[0]->GetHeight())/2; // draw animated background WI_drawBackground(); WI_drawLF(); if (gameinfo.gametype == GAME_Doom) { screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE); WI_drawPercent (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 (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(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->SetFont (BigFont); screen->DrawText (CR_UNTRANSLATED, 50, 65, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 50, 90, "ITEMS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 50, 115, "SECRETS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); int slashpos = gameinfo.gametype==GAME_Strife? 235:237; int countpos = gameinfo.gametype==GAME_Strife? 185:200; if (sp_state >= 2) { WI_drawNum (countpos, 65, cnt_kills[0], 3, false); WI_DrawCharPatch (slash, slashpos, 65); WI_drawNum (248, 65, wbs->maxkills, 3, false); } if (sp_state >= 4) { WI_drawNum (countpos, 90, cnt_items[0], 3, false); WI_DrawCharPatch (slash, slashpos, 90); WI_drawNum (248, 90, wbs->maxitems, 3, false); } if (sp_state >= 6) { WI_drawNum (countpos, 115, cnt_secret[0], 3, false); WI_DrawCharPatch (slash, slashpos, 115); WI_drawNum (248, 115, wbs->maxsecret, 3, false); } if (sp_state >= 8) { screen->DrawText (CR_UNTRANSLATED, 85, 160, "TIME", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); WI_drawTime (249, 160, cnt_time); if (wi_showtotaltime) { WI_drawTime (249, 180, cnt_total_time); } } screen->SetFont (SmallFont); } } // ==================================================================== // 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->isbot) { acceleratestage = 1; } 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 != NULL) S_ChangeMusic(level.info->intermusic, level.info->intermusicorder); else if (gameinfo.gametype == GAME_Heretic) S_ChangeMusic ("mus_intr"); else if (gameinfo.gametype == GAME_Hexen) S_ChangeMusic ("hub"); else if (gameinfo.gametype == GAME_Strife) // Strife also needs a default S_ChangeMusic ("d_slide"); else if (gamemode == commercial) S_ChangeMusic ("d_dm2int"); else S_ChangeMusic ("d_inter"); } 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) { int i; char name[9]; if (gameinfo.gametype == GAME_Doom) { wiminus = TexMan["WIMINUS"]; // minus sign percent = TexMan["WIPCNT"]; // percent sign finished = TexMan["WIF"]; // "finished" entering = TexMan["WIENTER"]; // "entering" kills = TexMan["WIOSTK"]; // "kills" secret = TexMan["WIOSTS"]; // "scrt" sp_secret = TexMan["WISCRT2"]; // "secret" items = TexMan["WIOSTI"]; // "items" frags = TexMan["WIFRGS"]; // "frgs" colon = TexMan["WICOLON"]; // ":" 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"]; for (i = 0; i < 10; i++) { // numbers 0-9 mysnprintf (name, countof(name), "WINUM%d", i); num[i] = TexMan[name]; } } else if (gameinfo.gametype & GAME_Raven) { wiminus = TexMan["FONTB13"]; percent = TexMan["FONTB05"]; colon = TexMan["FONTB26"]; slash = TexMan["FONTB15"]; if (gameinfo.gametype==GAME_Heretic) { star = TexMan["FACEA0"]; bstar = TexMan["FACEB0"]; } else { int dummywidth; star = BigFont->GetChar('*', &dummywidth); // just a dummy to avoid an error if it is being used bstar = star; } for (i = 0; i < 10; i++) { mysnprintf (name, countof(name), "FONTB%d", 16 + i); num[i] = TexMan[name]; } } else // Strife needs some handling, too! { int dummywidth; wiminus = BigFont->GetChar('-', &dummywidth); percent = BigFont->GetChar('%', &dummywidth); colon = BigFont->GetChar(':', &dummywidth); slash = BigFont->GetChar('/', &dummywidth); star = BigFont->GetChar('*', &dummywidth); // just a dummy to avoid an error if it is being used bstar = star; for (i = 0; i < 10; i++) { num[i] = BigFont->GetChar('0'+i, &dummywidth); } } // Use the local level structure which can be overridden by hubs if they eventually get names! lnametexts[0] = level.level_name; level_info_t * li = FindLevelInfo(wbs->next); if (li) lnametexts[1] = G_MaybeLookupLevelName(li); else lnametexts[1]=NULL; 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 (); }