qzdoom/src/wi_stuff.h
Christoph Oelckers 3e99216967 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00

97 lines
2.4 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Intermission.
//
//-----------------------------------------------------------------------------
#ifndef __WI_STUFF__
#define __WI_STUFF__
#include "doomdef.h"
class FTexture;
struct FLevelLocals;
//
// INTERMISSION
// Structure passed e.g. to WI_Start(wb)
//
struct wbplayerstruct_t
{
// 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;
FString current; // [RH] Name of map just finished
FString next; // next level, [RH] actual map name
FString nextname; // printable name for next level.
FString thisname; // printable name for next level.
FString nextauthor; // printable name for next level.
FString thisauthor; // printable name for next level.
FTextureID LName0;
FTextureID 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.
// 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