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142 lines
3.4 KiB
C++
142 lines
3.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "v_draw.h"
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#include "statistics.h"
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#include "gstrings.h"
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#include "gamestate.h"
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#include "raze_sound.h"
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#include "d_net.h"
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#include "screenjob.h"
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#include "blood.h"
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BEGIN_BLD_NS
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void GameInterface::LevelCompleted(MapRecord* map, int skill)
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{
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// Save the player state before taking down anything.
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (gPlayer[i].actor)
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{
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memcpy(&gPlayerTemp[i], &gPlayer[i], sizeof(PLAYER));
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gHealthTemp[i] = gPlayer[i].actor->xspr.health;
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}
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}
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EndLevel();
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Mus_Stop();
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SummaryInfo info{};
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info.kills = gKillMgr.Kills;
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info.maxkills = gKillMgr.TotalKills;
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info.secrets = gSecretMgr.Founds;
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info.maxsecrets = gSecretMgr.Total;
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info.supersecrets = gSecretMgr.Super;
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info.endofgame = map == nullptr;
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ShowIntermission(currentLevel, map, &info, [=](bool)
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{
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soundEngine->StopAllChannels();
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gameaction = map ? ga_nextlevel : ga_creditsmenu;
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});
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}
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void CKillMgr::SetCount(int nCount)
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{
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TotalKills = nCount;
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}
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void CKillMgr::AddNewKill(int nCount)
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{
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TotalKills += nCount;
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}
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void CKillMgr::AddKill(DBloodActor* actor)
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{
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if (actor->spr.statnum == kStatDude && actor->spr.type != kDudeBat && actor->spr.type != kDudeRat && actor->spr.type != kDudeInnocent && actor->spr.type != kDudeBurningInnocent)
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Kills++;
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}
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void CKillMgr::CountTotalKills(void)
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{
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TotalKills = 0;
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BloodStatIterator it(kStatDude);
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while (auto actor = it.Next())
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{
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if (actor->spr.type < kDudeBase || actor->spr.type >= kDudeMax)
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.", actor->GetIndex());
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if (actor->spr.statnum == kStatDude && actor->spr.type != kDudeBat && actor->spr.type != kDudeRat && actor->spr.type != kDudeInnocent && actor->spr.type != kDudeBurningInnocent)
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TotalKills++;
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}
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}
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void CKillMgr::Clear(void)
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{
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TotalKills = Kills = 0;
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}
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void CSecretMgr::SetCount(int nCount)
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{
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Total = nCount;
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}
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void CSecretMgr::Found(int nType)
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{
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if (nType == 0) Founds++;
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else if (nType < 0) {
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viewSetSystemMessage("Invalid secret type %d triggered.", nType);
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return;
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}
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else Super++;
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}
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void CSecretMgr::Clear(void)
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{
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Total = Founds = Super = 0;
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}
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void SerializeGameStats(FSerializer& arc)
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{
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if (arc.BeginObject("gamestats"))
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{
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arc("secrets", gSecretMgr.Total)
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("secretsfound", gSecretMgr.Founds)
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("super", gSecretMgr.Super)
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("totalkills", gKillMgr.TotalKills)
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("kills", gKillMgr.Kills)
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.EndObject();
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}
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}
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CSecretMgr gSecretMgr;
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CKillMgr gKillMgr;
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END_BLD_NS
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