/* ** g_hub.cpp ** ** Intermission stats for hubs ** **--------------------------------------------------------------------------- ** Copyright 2005 Christoph Oelckers ** 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 "doomstat.h" #include "g_hub.h" #include "g_level.h" #include "g_game.h" #include "m_png.h" #include "gstrings.h" #include "wi_stuff.h" #include "serializer.h" #include "g_levellocals.h" //========================================================================== // // Player is leaving the current level // //========================================================================== struct FHubInfo { int levelnum; int maxkills; int maxitems; int maxsecret; int maxfrags; wbplayerstruct_t plyr[MAXPLAYERS]; FHubInfo &operator=(const wbstartstruct_t &wbs) { levelnum = wbs.finished_ep; maxkills = wbs.maxkills; maxsecret= wbs.maxsecret; maxitems = wbs.maxitems; maxfrags = wbs.maxfrags; memcpy(plyr, wbs.plyr, sizeof(plyr)); return *this; } }; static TArray hubdata; void G_LeavingHub(FLevelLocals *Level, int mode, cluster_info_t * cluster, wbstartstruct_t * wbs) { unsigned int i, j; if (cluster->flags & CLUSTER_HUB) { for (i = 0; i < hubdata.Size(); i++) { if (hubdata[i].levelnum == Level->levelnum) { hubdata[i] = *wbs; break; } } if (i == hubdata.Size()) { hubdata[hubdata.Reserve(1)] = *wbs; } hubdata[i].levelnum = Level->levelnum; if (!multiplayer && !deathmatch) { // The player counters don't work in hubs hubdata[i].plyr[0].skills = Level->killed_monsters; hubdata[i].plyr[0].sitems = Level->found_items; hubdata[i].plyr[0].ssecret = Level->found_secrets; } if (mode != FINISH_SameHub) { wbs->maxkills = wbs->maxitems = wbs->maxsecret = 0; for (i = 0; i < MAXPLAYERS; i++) { wbs->plyr[i].sitems = wbs->plyr[i].skills = wbs->plyr[i].ssecret = 0; } for (i = 0; i < hubdata.Size(); i++) { wbs->maxkills += hubdata[i].maxkills; wbs->maxitems += hubdata[i].maxitems; wbs->maxsecret += hubdata[i].maxsecret; for (j = 0; j < MAXPLAYERS; j++) { wbs->plyr[j].sitems += hubdata[i].plyr[j].sitems; wbs->plyr[j].skills += hubdata[i].plyr[j].skills; wbs->plyr[j].ssecret += hubdata[i].plyr[j].ssecret; } } if (cluster->ClusterName.IsNotEmpty()) { if (cluster->flags & CLUSTER_LOOKUPNAME) { wbs->thisname = GStrings(cluster->ClusterName); } else { wbs->thisname = cluster->ClusterName; } wbs->LName0.SetInvalid(); // The level's own name was just invalidated, and so was its name patch. } } } if (mode != FINISH_SameHub) hubdata.Clear(); } //========================================================================== // // Serialize intermission info for hubs // //========================================================================== FSerializer &Serialize(FSerializer &arc, const char *key, wbplayerstruct_t &h, wbplayerstruct_t *def) { if (arc.BeginObject(key)) { arc("kills", h.skills) ("items", h.sitems) ("secrets", h.ssecret) ("time", h.stime) ("fragcount", h.fragcount) .Array("frags", h.frags, MAXPLAYERS) .EndObject(); } return arc; } FSerializer &Serialize(FSerializer &arc, const char *key, FHubInfo &h, FHubInfo *def) { if (arc.BeginObject(key)) { arc("levelnum", h.levelnum) ("maxkills", h.maxkills) ("maxitems", h.maxitems) ("maxsecret", h.maxsecret) ("maxfrags", h.maxfrags) .Array("players", h.plyr, MAXPLAYERS) .EndObject(); } return arc; } void G_SerializeHub(FSerializer &arc) { arc("hubinfo", hubdata); } void G_ClearHubInfo() { hubdata.Clear(); }