mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
717 lines
17 KiB
Text
717 lines
17 KiB
Text
// Note that the status screen needs to run in 'play' scope!
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class InterBackground native play version("2.5")
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{
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native static InterBackground Create(wbstartstruct wbst);
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native virtual bool LoadBackground(bool isenterpic);
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native virtual void updateAnimatedBack();
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native virtual void drawBackground(int CurState, bool drawsplat, bool snl_pointeron);
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}
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struct PatchInfo play version("2.5")
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{
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Font mFont;
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TextureID mPatch;
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int mColor;
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void Init(GIFont gifont, GIFont gipatch = null)
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{
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if (gipatch != null)
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{
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mPatch = TexMan.CheckForTexture(gipatch.fontname, TexMan.Type_MiscPatch);
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if (TexMan.OkForLocalization(mPatch))
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{
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mColor = mPatch.isValid() ? Font.CR_UNTRANSLATED : Font.CR_UNDEFINED;
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mFont = NULL;
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}
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else mPatch.setInvalid();
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}
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if (!mPatch.isValid())
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{
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mFont = Font.GetFont(gifont.fontname);
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mColor = Font.FindFontColor(gifont.color);
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mPatch.SetInvalid();
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}
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if (mFont == NULL)
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{
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mFont = BigFont;
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}
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}
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};
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// Will be made a class later, but for now needs to mirror the internal version.
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class StatusScreen abstract play version("2.5")
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{
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enum EValues
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{
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// GLOBAL LOCATIONS
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TITLEY = 2,
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// SINGPLE-PLAYER STUFF
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SP_STATSX = 50,
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SP_STATSY = 50,
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SP_TIMEX = 8,
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SP_TIMEY = (200 - 32),
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// NET GAME STUFF
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NG_STATSY = 50,
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};
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enum EState
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{
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NoState = -1,
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StatCount,
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ShowNextLoc,
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LeavingIntermission
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};
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// States for single-player
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enum ESPState
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{
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SP_KILLS = 0,
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SP_ITEMS = 2,
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SP_SECRET = 4,
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SP_FRAGS = 6,
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SP_TIME = 8,
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};
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const SHOWNEXTLOCDELAY = 4; // in seconds
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InterBackground bg;
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int acceleratestage; // used to accelerate or skip a stage
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bool playerready[MAXPLAYERS];
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int me; // wbs.pnum
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int bcnt;
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int CurState; // specifies current CurState
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wbstartstruct wbs; // contains information passed into intermission
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wbplayerstruct Plrs[MAXPLAYERS]; // wbs.plyr[]
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int cnt; // used for general timing
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int cnt_kills[MAXPLAYERS];
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int cnt_items[MAXPLAYERS];
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int cnt_secret[MAXPLAYERS];
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int cnt_frags[MAXPLAYERS];
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int cnt_deaths[MAXPLAYERS];
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int cnt_time;
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int cnt_total_time;
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int cnt_par;
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int cnt_pause;
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int total_frags;
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int total_deaths;
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bool noautostartmap;
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int dofrags;
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int ng_state;
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float shadowalpha;
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PatchInfo mapname;
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PatchInfo finished;
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PatchInfo entering;
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TextureID p_secret;
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TextureID kills;
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TextureID secret;
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TextureID items;
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TextureID timepic;
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TextureID par;
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TextureID sucks;
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// [RH] Info to dynamically generate the level name graphics
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String lnametexts[2];
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bool snl_pointeron;
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int player_deaths[MAXPLAYERS];
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int sp_state;
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//====================================================================
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//
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// Draws a single character with a shadow
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//
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//====================================================================
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int DrawCharPatch(Font fnt, int charcode, int x, int y, int translation = Font.CR_UNTRANSLATED, bool nomove = false)
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{
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int width = fnt.GetCharWidth(charcode);
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screen.DrawChar(fnt, translation, x, y, charcode, nomove ? DTA_CleanNoMove : DTA_Clean, true);
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return x - width;
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}
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//====================================================================
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//
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// Draws a level name with the big font
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//
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// x is no longer passed as a parameter because the text is now broken into several lines
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// if it is too long
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//
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//====================================================================
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int DrawName(int y, TextureID tex, String levelname)
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{
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// draw <LevelName>
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if (tex.isValid())
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{
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int w,h;
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[w, h] = TexMan.GetSize(tex);
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let size = TexMan.GetScaledSize(tex);
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screen.DrawTexture(tex, true, (screen.GetWidth() - size.X * CleanXfac) /2, y, DTA_CleanNoMove, true);
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if (h > 50)
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{ // Fix for Deus Vult II and similar wads that decide to make these hugely tall
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// patches with vast amounts of empty space at the bottom.
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size.Y = TexMan.CheckRealHeight(tex) * size.Y / h;
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}
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return y + (h + BigFont.GetHeight()/4) * CleanYfac;
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}
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else if (levelname.Length() > 0)
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{
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int h = 0;
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int lumph = mapname.mFont.GetHeight() * CleanYfac;
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BrokenLines lines = mapname.mFont.BreakLines(levelname, screen.GetWidth() / CleanXfac);
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int count = lines.Count();
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for (int i = 0; i < count; i++)
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{
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screen.DrawText(mapname.mFont, mapname.mColor, (screen.GetWidth() - lines.StringWidth(i) * CleanXfac) / 2, y + h, lines.StringAt(i), DTA_CleanNoMove, true);
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h += lumph;
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}
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return y + h + lumph/4;
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}
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return 0;
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}
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//====================================================================
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//
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// Draws a text, either as patch or as string from the string table
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//
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//====================================================================
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int DrawPatchText(int y, PatchInfo pinfo, String stringname)
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{
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String string = Stringtable.Localize(stringname);
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int midx = screen.GetWidth() / 2;
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if (pinfo.mPatch.isValid())
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{
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let size = TexMan.GetScaledSize(pinfo.mPatch);
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screen.DrawTexture(pinfo.mPatch, true, midx - size.X * CleanXfac/2, y, DTA_CleanNoMove, true);
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return y + int(size.Y * CleanYfac);
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}
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else
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{
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screen.DrawText(pinfo.mFont, pinfo.mColor, midx - pinfo.mFont.StringWidth(string) * CleanXfac/2, y, string, DTA_CleanNoMove, true);
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return y + pinfo.mFont.GetHeight() * CleanYfac;
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}
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}
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//====================================================================
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//
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// Draws "<Levelname> Finished!"
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//
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// Either uses the specified patch or the big font
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// A level name patch can be specified for all games now, not just Doom.
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//
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//====================================================================
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int drawLF ()
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{
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int y = TITLEY * CleanYfac;
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y = DrawName(y, wbs.LName0, lnametexts[0]);
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// Adjustment for different font sizes for map name and 'finished'.
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y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
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// draw "Finished!"
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if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
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{
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// don't draw 'finished' if the level name is too tall
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y = DrawPatchText(y, finished, "$WI_FINISHED");
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}
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return y;
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}
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//====================================================================
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//
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// Draws "Entering <LevelName>"
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//
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// Either uses the specified patch or the big font
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// A level name patch can be specified for all games now, not just Doom.
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//
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//====================================================================
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void drawEL ()
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{
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int y = TITLEY * CleanYfac;
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y = DrawPatchText(y, entering, "$WI_ENTERING");
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y += entering.mFont.GetHeight() * CleanYfac / 4;
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DrawName(y, wbs.LName1, lnametexts[1]);
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}
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//====================================================================
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//
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// Draws a number.
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// If digits > 0, then use that many digits minimum,
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// otherwise only use as many as necessary.
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// x is the right edge of the number.
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// Returns new x position, that is, the left edge of the number.
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//
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//====================================================================
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int drawNum (Font fnt, int x, int y, int n, int digits, bool leadingzeros = true, int translation = Font.CR_UNTRANSLATED, bool nomove = false)
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{
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int fntwidth = fnt.StringWidth("3");
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String text;
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int len;
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if (nomove)
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{
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fntwidth *= CleanXfac;
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}
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text = String.Format("%d", n);
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len = text.Length();
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if (leadingzeros)
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{
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int filldigits = digits - len;
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for(int i = 0; i < filldigits; i++)
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{
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text = "0" .. text;
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}
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len = text.Length();
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}
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for(int text_p = len-1; text_p >= 0; text_p--)
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{
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// Digits are centered in a box the width of the '3' character.
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// Other characters (specifically, '-') are right-aligned in their cell.
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int c = text.CharCodeAt(text_p);
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if (c >= "0" && c <= "9")
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{
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x -= fntwidth;
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DrawCharPatch(fnt, c, x + (fntwidth - fnt.GetCharWidth(c)) / 2, y, translation, nomove);
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}
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else
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{
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DrawCharPatch(fnt, c, x - fnt.GetCharWidth(c), y, translation, nomove);
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x -= fntwidth;
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}
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}
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if (len < digits)
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{
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x -= fntwidth * (digits - len);
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}
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return x;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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void drawPercent (Font fnt, int x, int y, int p, int b, bool show_total = true, int color = Font.CR_UNTRANSLATED, bool nomove = false)
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{
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if (p < 0)
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return;
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if (wi_percents)
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{
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if (nomove)
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{
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x -= fnt.StringWidth("%") * CleanXfac;
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}
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else
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{
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x -= fnt.StringWidth("%");
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}
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screen.DrawText(fnt, color, x, y, "%", nomove? DTA_CleanNoMove : DTA_Clean, true);
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if (nomove)
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{
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x -= 2*CleanXfac;
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}
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drawNum(fnt, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color);
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}
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else
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{
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if (show_total)
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{
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x = drawNum(fnt, x, y, b, 2, false, color);
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x -= fnt.StringWidth("/");
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screen.DrawText (fnt, color, x, y, "/", nomove? DTA_CleanNoMove : DTA_Clean, true);
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}
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drawNum (fnt, x, y, p, -1, false, color);
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}
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}
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//====================================================================
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//
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// Display level completion time and par, or "sucks" message if overflow.
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//
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//====================================================================
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void drawTimeFont (Font printFont, int x, int y, int t, int color)
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{
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bool sucky;
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if (t < 0)
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return;
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int hours = t / 3600;
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t -= hours * 3600;
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int minutes = t / 60;
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t -= minutes * 60;
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int seconds = t;
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// Why were these offsets hard coded? Half the WADs with custom patches
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// I tested screwed up miserably in this function!
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int num_spacing = printFont.GetCharWidth("3");
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int colon_spacing = printFont.GetCharWidth(":");
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x = drawNum (printFont, x, y, seconds, 2, true, color) - 1;
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DrawCharPatch (printFont, ":", x -= colon_spacing, y, color);
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x = drawNum (printFont, x, y, minutes, 2, hours!=0, color);
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if (hours)
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{
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DrawCharPatch (printFont, ":", x -= colon_spacing, y, color);
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drawNum (printFont, x, y, hours, 2, false, color);
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}
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}
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void drawTime (int x, int y, int t, bool no_sucks=false)
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{
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drawTimeFont(IntermissionFont, x, y, t, Font.CR_UNTRANSLATED);
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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virtual void End ()
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{
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CurState = LeavingIntermission;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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bool autoSkip()
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{
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return wi_autoadvance > 0 && bcnt > (wi_autoadvance * Thinker.TICRATE);
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void initNoState ()
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{
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CurState = NoState;
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acceleratestage = 0;
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cnt = 10;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void updateNoState ()
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{
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if (acceleratestage)
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{
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cnt = 0;
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}
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else
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{
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bool noauto = noautostartmap;
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for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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noauto |= players[i].GetNoAutostartMap();
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}
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}
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if (!noauto || autoSkip())
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{
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cnt--;
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}
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}
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if (cnt == 0)
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{
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End();
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Level.WorldDone();
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}
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void initShowNextLoc ()
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{
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if (wbs.next == "")
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{
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// Last map in episode - there is no next location!
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End();
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Level.WorldDone();
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return;
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}
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CurState = ShowNextLoc;
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acceleratestage = 0;
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cnt = SHOWNEXTLOCDELAY * Thinker.TICRATE;
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noautostartmap = bg.LoadBackground(true);
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void updateShowNextLoc ()
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{
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if (!--cnt || acceleratestage)
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initNoState();
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else
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snl_pointeron = (cnt & 31) < 20;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void drawShowNextLoc(void)
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{
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bg.drawBackground(CurState, true, snl_pointeron);
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// draws which level you are entering..
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drawEL ();
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected virtual void drawNoState ()
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{
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snl_pointeron = true;
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drawShowNextLoc();
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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protected int fragSum (int playernum)
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{
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int i;
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int frags = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i]
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&& i!=playernum)
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{
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frags += Plrs[playernum].frags[i];
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}
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}
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// JDC hack - negative frags.
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frags -= Plrs[playernum].frags[playernum];
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return frags;
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}
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//====================================================================
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//
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//
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//
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//====================================================================
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static void PlaySound(Sound snd)
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{
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S_Sound(snd, CHAN_VOICE | CHAN_UI, 1, ATTN_NONE);
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}
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// ====================================================================
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// checkForAccelerate
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// Purpose: See if the player has hit either the attack or use key
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// or mouse button. If so we set acceleratestage to 1 and
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// all those display routines above jump right to the end.
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// Args: none
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// Returns: void
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//
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// ====================================================================
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protected void checkForAccelerate(void)
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{
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int i;
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// check for button presses to skip delays
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for (i = 0; i < MAXPLAYERS; i++)
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{
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PlayerInfo player = players[i];
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if (playeringame[i])
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{
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if ((player.cmd.buttons ^ player.oldbuttons) &&
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((player.cmd.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL)
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{
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acceleratestage = 1;
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playerready[i] = true;
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}
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player.oldbuttons = player.buttons;
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}
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}
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}
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// ====================================================================
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// Ticker
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// Purpose: Do various updates every gametic, for stats, animation,
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// checking that intermission music is running, etc.
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// Args: none
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// Returns: void
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//
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// ====================================================================
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|
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virtual void StartMusic()
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{
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Level.SetInterMusic(wbs.next);
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}
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//====================================================================
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|
//
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//
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|
//
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//====================================================================
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|
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virtual void Ticker(void)
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|
{
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|
// counter for general background animation
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|
bcnt++;
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|
|
|
if (bcnt == 1)
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|
{
|
|
StartMusic();
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|
}
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|
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|
checkForAccelerate();
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|
bg.updateAnimatedBack();
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|
|
|
switch (CurState)
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|
{
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|
case StatCount:
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|
updateStats();
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|
break;
|
|
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|
case ShowNextLoc:
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|
updateShowNextLoc();
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|
break;
|
|
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|
case NoState:
|
|
updateNoState();
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|
break;
|
|
|
|
case LeavingIntermission:
|
|
// Hush, GCC.
|
|
break;
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
//
|
|
//
|
|
//====================================================================
|
|
|
|
virtual void Drawer (void)
|
|
{
|
|
switch (CurState)
|
|
{
|
|
case StatCount:
|
|
// draw animated background
|
|
bg.drawBackground(CurState, false, false);
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|
drawStats();
|
|
break;
|
|
|
|
case ShowNextLoc:
|
|
drawShowNextLoc();
|
|
break;
|
|
|
|
case LeavingIntermission:
|
|
break;
|
|
|
|
default:
|
|
drawNoState();
|
|
break;
|
|
}
|
|
}
|
|
|
|
//====================================================================
|
|
//
|
|
//
|
|
//
|
|
//====================================================================
|
|
|
|
virtual void Start (wbstartstruct wbstartstruct)
|
|
{
|
|
wbs = wbstartstruct;
|
|
acceleratestage = 0;
|
|
cnt = bcnt = 0;
|
|
me = wbs.pnum;
|
|
for (int i = 0; i < MAXPLAYERS; i++) Plrs[i] = wbs.plyr[i];
|
|
|
|
entering.Init(gameinfo.mStatscreenEnteringFont, gameinfo.mStatscreenEnteringPatch);
|
|
finished.Init(gameinfo.mStatscreenFinishedFont, gameinfo.mStatscreenFinishedPatch);
|
|
mapname.Init(gameinfo.mStatscreenMapNameFont);
|
|
|
|
Kills = TexMan.CheckForTexture("WIOSTK", TexMan.Type_MiscPatch); // "kills"
|
|
Secret = TexMan.CheckForTexture("WIOSTS", TexMan.Type_MiscPatch); // "scrt", not used
|
|
P_secret = TexMan.CheckForTexture("WISCRT2", TexMan.Type_MiscPatch); // "secret"
|
|
Items = TexMan.CheckForTexture("WIOSTI", TexMan.Type_MiscPatch); // "items"
|
|
Timepic = TexMan.CheckForTexture("WITIME", TexMan.Type_MiscPatch); // "time"
|
|
Sucks = TexMan.CheckForTexture("WISUCKS", TexMan.Type_MiscPatch); // "sucks"
|
|
Par = TexMan.CheckForTexture("WIPAR", TexMan.Type_MiscPatch); // "par"
|
|
|
|
lnametexts[0] = wbstartstruct.thisname;
|
|
lnametexts[1] = wbstartstruct.nextname;
|
|
|
|
bg = InterBackground.Create(wbs);
|
|
noautostartmap = bg.LoadBackground(false);
|
|
initStats();
|
|
}
|
|
|
|
|
|
protected virtual void initStats() {}
|
|
protected virtual void updateStats() {}
|
|
protected virtual void drawStats() {}
|
|
|
|
native static int, int, int GetPlayerWidths();
|
|
native static Color GetRowColor(PlayerInfo player, bool highlight);
|
|
native static void GetSortedPlayers(in out Array<int> sorted, bool teamplay);
|
|
}
|