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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * 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 2
- * 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * DESCRIPTION:
- * Intermission screens.
- *
- *-----------------------------------------------------------------------------
- */
- #include "doomstat.h"
- #include "m_random.h"
- #include "w_wad.h"
- #include "g_game.h"
- #include "r_main.h"
- #include "v_video.h"
- #include "wi_stuff.h"
- #include "s_sound.h"
- #include "sounds.h"
- #include "lprintf.h" // jff 08/03/98 - declaration of lprintf
- #include "r_draw.h"
- // Ty 03/17/98: flag that new par times have been loaded in d_deh
- extern boolean deh_pars;
- //
- // Data needed to add patches to full screen intermission pics.
- // Patches are statistics messages, and animations.
- // Loads of by-pixel layout and placement, offsets etc.
- //
- //
- // Different vetween registered DOOM (1994) and
- // Ultimate DOOM - Final edition (retail, 1995?).
- // This is supposedly ignored for commercial
- // release (aka DOOM II), which had 34 maps
- // in one episode. So there.
- #define NUMEPISODES 4
- #define NUMMAPS 9
- // Not used
- // in tics
- //U #define PAUSELEN (TICRATE*2)
- //U #define SCORESTEP 100
- //U #define ANIMPERIOD 32
- // pixel distance from "(YOU)" to "PLAYER N"
- //U #define STARDIST 10
- //U #define WK 1
- // GLOBAL LOCATIONS
- #define WI_TITLEY 2
- #define WI_SPACINGY 33
- // SINGLE-PLAYER STUFF
- #define SP_STATSX 50
- #define SP_STATSY 50
- #define SP_TIMEX 8
- // proff/nicolas 09/20/98 -- changed for hi-res
- #define SP_TIMEY 160
- //#define SP_TIMEY (SCREENHEIGHT-32)
- // NET GAME STUFF
- #define NG_STATSY 50
- #define NG_STATSX (32 + V_NamePatchWidth(star)/2 + 32*!dofrags)
- #define NG_SPACINGX 64
- // Used to display the frags matrix at endgame
- // 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_RANDOM, // occasional
- ANIM_LEVEL // continuous
- } animenum_t;
- typedef struct
- {
- int x; // x/y coordinate pair structure
- int y;
- } point_t;
- //
- // Animation.
- // There is another anim_t used in p_spec.
- //
- typedef struct
- {
- animenum_t type;
- // period in tics between animations
- int period;
- // number of animation frames
- int nanims;
- // location of animation
- point_t loc;
- // ALWAYS: n/a,
- // RANDOM: period deviation (<256),
- // LEVEL: level
- int data1;
- // ALWAYS: n/a,
- // RANDOM: random base period,
- // LEVEL: n/a
- int data2;
- /* actual graphics for frames of animations
- * cphipps - const
- */
- patchnum_t p[3];
- // following must be initialized to zero before use!
- // next value of bcnt (used in conjunction with period)
- int nexttic;
- // last drawn animation frame
- int lastdrawn;
- // next frame number to animate
- int ctr;
- // used by RANDOM and LEVEL when animating
- int state;
- } anim_t;
- static point_t lnodes[NUMEPISODES][NUMMAPS] =
- {
- // Episode 0 World Map
- {
- { 185, 164 }, // location of level 0 (CJ)
- { 148, 143 }, // location of level 1 (CJ)
- { 69, 122 }, // location of level 2 (CJ)
- { 209, 102 }, // location of level 3 (CJ)
- { 116, 89 }, // location of level 4 (CJ)
- { 166, 55 }, // location of level 5 (CJ)
- { 71, 56 }, // location of level 6 (CJ)
- { 135, 29 }, // location of level 7 (CJ)
- { 71, 24 } // location of level 8 (CJ)
- },
- // Episode 1 World Map should go here
- {
- { 254, 25 }, // location of level 0 (CJ)
- { 97, 50 }, // location of level 1 (CJ)
- { 188, 64 }, // location of level 2 (CJ)
- { 128, 78 }, // location of level 3 (CJ)
- { 214, 92 }, // location of level 4 (CJ)
- { 133, 130 }, // location of level 5 (CJ)
- { 208, 136 }, // location of level 6 (CJ)
- { 148, 140 }, // location of level 7 (CJ)
- { 235, 158 } // location of level 8 (CJ)
- },
- // Episode 2 World Map should go here
- {
- { 156, 168 }, // location of level 0 (CJ)
- { 48, 154 }, // location of level 1 (CJ)
- { 174, 95 }, // location of level 2 (CJ)
- { 265, 75 }, // location of level 3 (CJ)
- { 130, 48 }, // location of level 4 (CJ)
- { 279, 23 }, // location of level 5 (CJ)
- { 198, 48 }, // location of level 6 (CJ)
- { 140, 25 }, // location of level 7 (CJ)
- { 281, 136 } // location of level 8 (CJ)
- }
- };
- //
- // Animation locations for episode 0 (1).
- // Using patches saves a lot of space,
- // as they replace 320x200 full screen frames.
- //
- static anim_t epsd0animinfo[] =
- {
- { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 }
- };
- static anim_t epsd1animinfo[] =
- {
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 }
- };
- static anim_t epsd2animinfo[] =
- {
- { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 },
- { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 }, 0, 0, { {0, 0, 0, 0, 0} }, 0, 0, 0, 0 }
- };
- static int NUMANIMS[NUMEPISODES] =
- {
- sizeof(epsd0animinfo)/sizeof(anim_t),
- sizeof(epsd1animinfo)/sizeof(anim_t),
- sizeof(epsd2animinfo)/sizeof(anim_t)
- };
- static anim_t *anims[NUMEPISODES] =
- {
- epsd0animinfo,
- epsd1animinfo,
- epsd2animinfo
- };
- //
- // GENERAL DATA
- //
- //
- // Locally used stuff.
- //
- #define FB 0
- // 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
- // in seconds
- #define SHOWNEXTLOCDELAY 4
- //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
- // used to accelerate or skip a stage
- int acceleratestage; // killough 3/28/98: made global
- // wbs->pnum
- static int me;
- // specifies current state
- static stateenum_t state;
- // contains information passed into intermission
- static wbstartstruct_t* wbs;
- static wbplayerstruct_t* plrs; // wbs->plyr[]
- // used for general timing
- static int cnt;
- // used for timing of background animation
- static int bcnt;
- // signals to refresh everything for one frame
- static int firstrefresh;
- static int cnt_time;
- static int cnt_total_time;
- static int cnt_par;
- static int cnt_pause;
- //
- // GRAPHICS
- //
- // You Are Here graphic
- static const char* yah[2] = { "WIURH0", "WIURH1" };
- // splat
- static const char* splat = "WISPLAT";
- // %, : graphics
- static const char percent[] = {"WIPCNT"};
- static const char colon[] = {"WICOLON"};
- // 0-9 graphic
- static patchnum_t num[10];
- // minus sign
- static const char wiminus[] = {"WIMINUS"};
- // "Finished!" graphics
- static const char finished[] = {"WIF"};
- // "Entering" graphic
- static const char entering[] = {"WIENTER"};
- // "secret"
- static const char sp_secret[] = {"WISCRT2"};
- // "Kills", "Scrt", "Items", "Frags"
- static const char kills[] = {"WIOSTK"};
- static const char secret[] = {"WIOSTS"};
- static const char items[] = {"WIOSTI"};
- static const char frags[] = {"WIFRGS"};
- // Time sucks.
- static const char time1[] = {"WITIME"};
- static const char par[] = {"WIPAR"};
- static const char sucks[] = {"WISUCKS"};
- // "killers", "victims"
- static const char killers[] = {"WIKILRS"};
- static const char victims[] = {"WIVCTMS"};
- // "Total", your face, your dead face
- static const char total[] = {"WIMSTT"};
- static const char star[] = {"STFST01"};
- static const char bstar[] = {"STFDEAD0"};
- // "red P[1..MAXPLAYERS]"
- static const char facebackp[] = {"STPB0"};
- //
- // CODE
- //
- static void WI_endDeathmatchStats(void);
- static void WI_endNetgameStats(void);
- #define WI_endStats WI_endNetgameStats
- /* ====================================================================
- * WI_levelNameLump
- * Purpore: Returns the name of the graphic lump containing the name of
- * the given level.
- * Args: Episode and level, and buffer (must by 9 chars) to write to
- * Returns: void
- */
- void WI_levelNameLump(int epis, int map, char* buf)
- {
- if (gamemode == commercial) {
- sprintf(buf, "CWILV%2.2d", map);
- } else {
- sprintf(buf, "WILV%d%d", epis, map);
- }
- }
- // ====================================================================
- // WI_slamBackground
- // Purpose: Put the full-screen background up prior to patches
- // Args: none
- // Returns: void
- //
- static void WI_slamBackground(void)
- {
- char name[9]; // limited to 8 characters
- if (gamemode == commercial || (gamemode == retail && wbs->epsd == 3))
- strcpy(name, "INTERPIC");
- else
- sprintf(name, "WIMAP%d", wbs->epsd);
- // background
- V_DrawNamePatch(0, 0, FB, name, CR_DEFAULT, VPT_STRETCH);
- }
- // ====================================================================
- // WI_Responder
- // Purpose: Draw animations on intermission background screen
- // Args: ev -- event pointer, not actually used here.
- // Returns: False -- dummy routine
- //
- // The ticker is used to detect keys
- // because of timing issues in netgames.
- boolean WI_Responder(event_t* ev)
- {
- return false;
- }
- // ====================================================================
- // WI_drawLF
- // Purpose: Draw the "Finished" level name before showing stats
- // Args: none
- // Returns: void
- //
- void WI_drawLF(void)
- {
- int y = WI_TITLEY;
- char lname[9];
- // draw <LevelName>
- /* cph - get the graphic lump name and use it */
- WI_levelNameLump(wbs->epsd, wbs->last, lname);
- // CPhipps - patch drawing updated
- V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y,
- FB, lname, CR_DEFAULT, VPT_STRETCH);
- // draw "Finished!"
- y += (5*V_NamePatchHeight(lname))/4;
- // CPhipps - patch drawing updated
- V_DrawNamePatch((320 - V_NamePatchWidth(finished))/2, y,
- FB, finished, CR_DEFAULT, VPT_STRETCH);
- }
- // ====================================================================
- // WI_drawEL
- // Purpose: Draw introductory "Entering" and level name
- // Args: none
- // Returns: void
- //
- void WI_drawEL(void)
- {
- int y = WI_TITLEY;
- char lname[9];
- /* cph - get the graphic lump name */
- WI_levelNameLump(wbs->epsd, wbs->next, lname);
- // draw "Entering"
- // CPhipps - patch drawing updated
- V_DrawNamePatch((320 - V_NamePatchWidth(entering))/2,
- y, FB, entering, CR_DEFAULT, VPT_STRETCH);
- // draw level
- y += (5*V_NamePatchHeight(lname))/4;
- // CPhipps - patch drawing updated
- V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y, FB,
- lname, CR_DEFAULT, VPT_STRETCH);
- }
- /* ====================================================================
- * WI_drawOnLnode
- * Purpose: Draw patches at a location based on episode/map
- * Args: n -- index to map# within episode
- * c[] -- array of names of patches to be drawn
- * Returns: void
- */
- void
- WI_drawOnLnode // draw stuff at a location by episode/map#
- ( int n,
- const char* const c[] )
- {
- int i;
- boolean fits = false;
- i = 0;
- do
- {
- int left;
- int top;
- int right;
- int bottom;
- const rpatch_t* patch = R_CachePatchName(c[i]);
- left = lnodes[wbs->epsd][n].x - patch->leftoffset;
- top = lnodes[wbs->epsd][n].y - patch->topoffset;
- right = left + patch->width;
- bottom = top + patch->height;
- R_UnlockPatchName(c[i]);
- if (left >= 0
- && right < 320
- && top >= 0
- && bottom < 200)
- {
- fits = true;
- }
- else
- {
- i++;
- }
- } while (!fits && i!=2);
- if (fits && i<2)
- {
- // CPhipps - patch drawing updated
- V_DrawNamePatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
- FB, c[i], CR_DEFAULT, VPT_STRETCH);
- }
- else
- {
- // DEBUG
- //jff 8/3/98 use logical output routine
- lprintf(LO_DEBUG,"Could not place patch on level %d", n+1);
- }
- }
- // ====================================================================
- // WI_initAnimatedBack
- // Purpose: Initialize pointers and styles for background animation
- // Args: none
- // Returns: void
- //
- void WI_initAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (gamemode == commercial) // no animation for DOOM2
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
- // init variables
- a->ctr = -1;
- // specify the next time to draw it
- if (a->type == ANIM_ALWAYS)
- a->nexttic = bcnt + 1 + (M_Random()%a->period);
- else
- if (a->type == ANIM_RANDOM)
- a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
- else
- if (a->type == ANIM_LEVEL)
- a->nexttic = bcnt + 1;
- }
- }
- // ====================================================================
- // WI_updateAnimatedBack
- // Purpose: Figure out what animation we do on this iteration
- // Args: none
- // Returns: void
- //
- void WI_updateAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (gamemode == commercial)
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
- if (bcnt == a->nexttic)
- {
- switch (a->type)
- {
- case ANIM_ALWAYS:
- if (++a->ctr >= a->nanims) a->ctr = 0;
- a->nexttic = bcnt + a->period;
- break;
- case ANIM_RANDOM:
- a->ctr++;
- if (a->ctr == a->nanims)
- {
- a->ctr = -1;
- a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
- }
- else
- a->nexttic = bcnt + a->period;
- break;
- case ANIM_LEVEL:
- // gawd-awful hack for level anims
- if (!(state == StatCount && i == 7)
- && wbs->next == a->data1)
- {
- a->ctr++;
- if (a->ctr == a->nanims) a->ctr--;
- a->nexttic = bcnt + a->period;
- }
- break;
- }
- }
- }
- }
- // ====================================================================
- // WI_drawAnimatedBack
- // Purpose: Actually do the animation (whew!)
- // Args: none
- // Returns: void
- //
- void WI_drawAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (gamemode==commercial) //jff 4/25/98 Someone forgot commercial an enum
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
- {
- a = &anims[wbs->epsd][i];
- if (a->ctr >= 0)
- // CPhipps - patch drawing updated
- V_DrawNumPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr].lumpnum, CR_DEFAULT, VPT_STRETCH);
- }
- }
- // ====================================================================
- // WI_drawNum
- // Purpose: Draws a number. If digits > 0, then use that many digits
- // minimum, otherwise only use as many as necessary
- // Args: x, y -- location
- // n -- the number to be drawn
- // digits -- number of digits minimum or zero
- // Returns: new x position after drawing (note we are going to the left)
- // CPhipps - static
- static int WI_drawNum (int x, int y, int n, int digits)
- {
- int fontwidth = num[0].width;
- int neg;
- int temp;
- if (digits < 0)
- {
- if (!n)
- {
- // make variable-length zeros 1 digit long
- digits = 1;
- }
- else
- {
- // figure out # of digits in #
- digits = 0;
- temp = n;
- while (temp)
- {
- temp /= 10;
- digits++;
- }
- }
- }
- neg = n < 0;
- if (neg)
- n = -n;
- // if non-number, do not draw it
- if (n == 1994)
- return 0;
- // draw the new number
- while (digits--)
- {
- x -= fontwidth;
- // CPhipps - patch drawing updated
- V_DrawNumPatch(x, y, FB, num[ n % 10 ].lumpnum, CR_DEFAULT, VPT_STRETCH);
- n /= 10;
- }
- // draw a minus sign if necessary
- if (neg)
- // CPhipps - patch drawing updated
- V_DrawNamePatch(x-=8, y, FB, wiminus, CR_DEFAULT, VPT_STRETCH);
- return x;
- }
- // ====================================================================
- // WI_drawPercent
- // Purpose: Draws a percentage, really just a call to WI_drawNum
- // after putting a percent sign out there
- // Args: x, y -- location
- // p -- the percentage value to be drawn, no negatives
- // Returns: void
- // CPhipps - static
- static void WI_drawPercent(int x, int y, int p)
- {
- if (p < 0)
- return;
- // CPhipps - patch drawing updated
- V_DrawNamePatch(x, y, FB, percent, CR_DEFAULT, VPT_STRETCH);
- WI_drawNum(x, y, p, -1);
- }
- // ====================================================================
- // WI_drawTime
- // Purpose: Draws the level completion time or par time, or "Sucks"
- // if 1 hour or more
- // Args: x, y -- location
- // t -- the time value to be drawn
- // Returns: void
- //
- // CPhipps - static
- // - largely rewritten to display hours and use slightly better algorithm
- static void WI_drawTime(int x, int y, int t)
- {
- int n;
- if (t<0)
- return;
- if (t < 100*60*60)
- for(;;) {
- n = t % 60;
- t /= 60;
- x = WI_drawNum(x, y, n, (t || n>9) ? 2 : 1) - V_NamePatchWidth(colon);
- // draw
- if (t)
- // CPhipps - patch drawing updated
- V_DrawNamePatch(x, y, FB, colon, CR_DEFAULT, VPT_STRETCH);
- else break;
- }
- else // "sucks" (maybe should be "addicted", even I've never had a 100 hour game ;)
- V_DrawNamePatch(x - V_NamePatchWidth(sucks),
- y, FB, sucks, CR_DEFAULT, VPT_STRETCH);
- }
- // ====================================================================
- // WI_End
- // Purpose: Unloads data structures (inverse of WI_Start)
- // Args: none
- // Returns: void
- //
- void WI_End(void)
- {
- if (deathmatch)
- WI_endDeathmatchStats();
- else if (netgame)
- WI_endNetgameStats();
- else
- WI_endStats();
- }
- // ====================================================================
- // WI_initNoState
- // Purpose: Clear state, ready for end of level activity
- // Args: none
- // Returns: void
- //
- void WI_initNoState(void)
- {
- state = NoState;
- acceleratestage = 0;
- cnt = 10;
- }
- // ====================================================================
- // WI_drawTimeStats
- // Purpose: Put the times on the screen
- // Args: time, total time, par time, in seconds
- // Returns: void
- //
- // cph - pulled from WI_drawStats below
- static void WI_drawTimeStats(int cnt_time_sec, int cnt_total_time_sec, int cnt_par_time_sec)
- {
- V_DrawNamePatch(SP_TIMEX, SP_TIMEY, FB, time1, CR_DEFAULT, VPT_STRETCH);
- WI_drawTime(320/2 - SP_TIMEX, SP_TIMEY, cnt_time_sec);
- V_DrawNamePatch(SP_TIMEX, (SP_TIMEY+200)/2, FB, total, CR_DEFAULT, VPT_STRETCH);
- WI_drawTime(320/2 - SP_TIMEX, (SP_TIMEY+200)/2, cnt_total_time_sec);
- // Ty 04/11/98: redid logic: should skip only if with pwad but
- // without deh patch
- // killough 2/22/98: skip drawing par times on pwads
- // Ty 03/17/98: unless pars changed with deh patch
- if (!(modifiedgame && !deh_pars))
- {
- if (wbs->epsd < 3)
- {
- V_DrawNamePatch(320/2 + SP_TIMEX, SP_TIMEY, FB, par, CR_DEFAULT, VPT_STRETCH);
- WI_drawTime(320 - SP_TIMEX, SP_TIMEY, cnt_par_time_sec);
- }
- }
- }
- // ====================================================================
- // WI_updateNoState
- // Purpose: Cycle until end of level activity is done
- // Args: none
- // Returns: void
- //
- void WI_updateNoState(void)
- {
- WI_updateAnimatedBack();
- if (!--cnt)
- G_WorldDone();
- }
- static boolean snl_pointeron = false;
- // ====================================================================
- // WI_initShowNextLoc
- // Purpose: Prepare to show the next level's location
- // Args: none
- // Returns: void
- //
- void WI_initShowNextLoc(void)
- {
- if ((gamemode != commercial) && (gamemap == 8)) {
- G_WorldDone();
- return;
- }
- state = ShowNextLoc;
- acceleratestage = 0;
-
- // e6y: That was pretty easy - only a HEX editor and luck
- // There is no more desync on ddt-tas.zip\e4tux231.lmp
- // --------- tasdoom.idb ---------
- // .text:00031194 loc_31194: ; CODE XREF: WI_updateStats+3A9j
- // .text:00031194 mov ds:state, 1
- // .text:0003119E mov ds:acceleratestage, 0
- // .text:000311A8 mov ds:cnt, 3Ch
- // nowhere no hide
- if (compatibility_level == tasdoom_compatibility)
- cnt = 60;
- else
- cnt = SHOWNEXTLOCDELAY * TICRATE;
- WI_initAnimatedBack();
- }
- // ====================================================================
- // WI_updateShowNextLoc
- // Purpose: Prepare to show the next level's location
- // Args: none
- // Returns: void
- //
- void WI_updateShowNextLoc(void)
- {
- WI_updateAnimatedBack();
- if (!--cnt || acceleratestage)
- WI_initNoState();
- else
- snl_pointeron = (cnt & 31) < 20;
- }
- // ====================================================================
- // WI_drawShowNextLoc
- // Purpose: Show the next level's location on animated backgrounds
- // Args: none
- // Returns: void
- //
- void WI_drawShowNextLoc(void)
- {
- int i;
- int last;
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
- if ( gamemode != commercial)
- {
- if (wbs->epsd > 2)
- {
- WI_drawEL(); // "Entering..." if not E1 or E2
- return;
- }
- last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
- // draw a splat on taken cities.
- for (i=0 ; i<=last ; i++)
- WI_drawOnLnode(i, &splat);
- // splat the secret level?
- if (wbs->didsecret)
- WI_drawOnLnode(8, &splat);
- // draw flashing ptr
- if (snl_pointeron)
- WI_drawOnLnode(wbs->next, yah);
- }
- // draws which level you are entering..
- if ( (gamemode != commercial)
- || wbs->next != 30) // check for MAP30 end game
- WI_drawEL();
- }
- // ====================================================================
- // WI_drawNoState
- // Purpose: Draw the pointer and next location
- // Args: none
- // Returns: void
- //
- void WI_drawNoState(void)
- {
- snl_pointeron = true;
- WI_drawShowNextLoc();
- }
- // ====================================================================
- // WI_fragSum
- // Purpose: Calculate frags for this player based on the current totals
- // of all the other players. Subtract self-frags.
- // Args: playernum -- the player to be calculated
- // Returns: the total frags for this player
- //
- int WI_fragSum(int playernum)
- {
- int i;
- int numfrags = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i] // is this player playing?
- && i!=playernum) // and it's not the player we're calculating
- {
- numfrags += plrs[playernum].frags[i];
- }
- }
- // JDC hack - negative frags.
- numfrags -= plrs[playernum].frags[playernum];
- return numfrags;
- }
- static int dm_state;
- // CPhipps - short, dynamically allocated
- static short int **dm_frags; // frags matrix
- static short int *dm_totals; // totals by player
- // ====================================================================
- // WI_initDeathmatchStats
- // Purpose: Set up to display DM stats at end of level. Calculate
- // frags for all players.
- // Args: none
- // Returns: void
- //
- void WI_initDeathmatchStats(void)
- {
- int i; // looping variables
- // CPhipps - allocate data structures needed
- dm_frags = calloc(MAXPLAYERS, sizeof(*dm_frags));
- dm_totals = calloc(MAXPLAYERS, sizeof(*dm_totals));
- state = StatCount; // We're doing stats
- acceleratestage = 0;
- dm_state = 1; // count how many times we've done a complete stat
- cnt_pause = TICRATE;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- // CPhipps - allocate frags line
- dm_frags[i] = calloc(MAXPLAYERS, sizeof(**dm_frags)); // set all counts to zero
- dm_totals[i] = 0;
- }
- }
- WI_initAnimatedBack();
- }
- // ====================================================================
- // CPhipps - WI_endDeathmatchStats
- // Purpose: Deallocate dynamically allocated DM stats data
- // Args: none
- // Returns: void
- //
- void WI_endDeathmatchStats(void)
- {
- int i;
- for (i=0; i<MAXPLAYERS; i++)
- free(dm_frags[i]);
- free(dm_frags); free(dm_totals);
- }
- // ====================================================================
- // WI_updateDeathmatchStats
- // Purpose: Advance Deathmatch stats screen animation. Calculate
- // frags for all players. Lots of noise and drama around
- // the presentation.
- // Args: none
- // Returns: void
- //
- void WI_updateDeathmatchStats(void)
- {
- int i;
- int j;
- boolean stillticking;
- WI_updateAnimatedBack();
- if (acceleratestage && dm_state != 4) // still ticking
- {
- acceleratestage = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- if (playeringame[j])
- dm_frags[i][j] = plrs[i].frags[j];
- dm_totals[i] = WI_fragSum(i);
- }
- }
- S_StartSound(0, sfx_barexp); // bang
- dm_state = 4; // we're done with all 4 (or all we have to do)
- }
- if (dm_state == 2)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol); // noise while counting
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (playeringame[j]
- && dm_frags[i][j] != plrs[i].frags[j])
- {
- if (plrs[i].frags[j] < 0)
- dm_frags[i][j]--;
- else
- dm_frags[i][j]++;
- if (dm_frags[i][j] > 999) // Ty 03/17/98 3-digit frag count
- dm_frags[i][j] = 999;
- if (dm_frags[i][j] < -999)
- dm_frags[i][j] = -999;
- stillticking = true;
- }
- }
- dm_totals[i] = WI_fragSum(i);
- if (dm_totals[i] > 999)
- dm_totals[i] = 999;
- if (dm_totals[i] < -999)
- dm_totals[i] = -999; // Ty 03/17/98 end 3-digit frag count
- }
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- dm_state++;
- }
- }
- else if (dm_state == 4)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_slop);
- if ( gamemode == commercial)
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (dm_state & 1)
- {
- if (!--cnt_pause)
- {
- dm_state++;
- cnt_pause = TICRATE;
- }
- }
- }
- // ====================================================================
- // WI_drawDeathmatchStats
- // Purpose: Draw the stats on the screen in a matrix
- // Args: none
- // Returns: void
- //
- // proff/nicolas 09/20/98 -- changed for hi-res
- // CPhipps - patch drawing updated
- void WI_drawDeathmatchStats(void)
- {
- int i;
- int j;
- int x;
- int y;
- int w;
- int lh; // line height
- int halfface = V_NamePatchWidth(facebackp)/2;
- lh = WI_SPACINGY;
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
- // draw stat titles (top line)
- V_DrawNamePatch(DM_TOTALSX-V_NamePatchWidth(total)/2,
- DM_MATRIXY-WI_SPACINGY+10, FB, total, CR_DEFAULT, VPT_STRETCH);
- V_DrawNamePatch(DM_KILLERSX, DM_KILLERSY, FB, killers, CR_DEFAULT, VPT_STRETCH);
- V_DrawNamePatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims, CR_DEFAULT, VPT_STRETCH);
- // draw P?
- x = DM_MATRIXX + DM_SPACINGX;
- y = DM_MATRIXY;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (playeringame[i]) {
- //int trans = playernumtotrans[i];
- V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
- FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
- VPT_STRETCH | (i ? VPT_TRANS : 0));
- V_DrawNamePatch(DM_MATRIXX-halfface, y,
- FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
- VPT_STRETCH | (i ? VPT_TRANS : 0));
- if (i == me)
- {
- V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
- FB, bstar, CR_DEFAULT, VPT_STRETCH);
- V_DrawNamePatch(DM_MATRIXX-halfface, y,
- FB, star, CR_DEFAULT, VPT_STRETCH);
- }
- }
- x += DM_SPACINGX;
- y += WI_SPACINGY;
- }
- // draw stats
- y = DM_MATRIXY+10;
- w = num[0].width;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- x = DM_MATRIXX + DM_SPACINGX;
- if (playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (playeringame[j])
- WI_drawNum(x+w, y, dm_frags[i][j], 2);
- x += DM_SPACINGX;
- }
- WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
- }
- y += WI_SPACINGY;
- }
- }
- //
- // Note: The term "Netgame" means a coop game
- //
- // e6y
- // 'short' => 'int' for cnt_kills, cnt_items and cnt_secret
- //
- // Original sources use 'int' type for cnt_kills instead of 'short'
- // I don't know who have made change of type, but this change
- // leads to desynch if 'kills' percentage is more than 32767.
- // Actually PrBoom will be in an infinite cycle at calculation of
- // percentage if the player will not press <Use> for acceleration, because
- // the condition (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
- // will be always false in this case.
- //
- // If you will kill 800 monsters on MAP30 on Ultra-Violence skill and
- // will not press <Use>, vanilla will count up to 80000%, but PrBoom
- // will be in infinite cycle of counting:
- // (0, 1, 2, ..., 32766, 32767, -32768, -32767, ..., -1, 0, 1, ...)
- // Negative numbers will not be displayed.
- static int *cnt_kills;
- static int *cnt_items;
- static int *cnt_secret;
- static int *cnt_frags;
- static int dofrags;
- static int ng_state;
- // ====================================================================
- // CPhipps - WI_endNetgameStats
- // Purpose: Clean up coop game stats
- // Args: none
- // Returns: void
- //
- static void WI_endNetgameStats(void)
- {
- free(cnt_frags); cnt_frags = NULL;
- free(cnt_secret); cnt_secret = NULL;
- free(cnt_items); cnt_items = NULL;
- free(cnt_kills); cnt_kills = NULL;
- }
- // ====================================================================
- // WI_initNetgameStats
- // Purpose: Prepare for coop game stats
- // Args: none
- // Returns: void
- //
- void WI_initNetgameStats(void)
- {
- int i;
- state = StatCount;
- acceleratestage = 0;
- ng_state = 1;
- cnt_pause = TICRATE;
- // CPhipps - allocate these dynamically, blank with calloc
- cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills));
- cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items));
- cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret));
- cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags));
- for (i=0 ; i<MAXPLAYERS ; i++)
- if (playeringame[i])
- dofrags += WI_fragSum(i);
- dofrags = !!dofrags; // set to true or false - did we have frags?
- WI_initAnimatedBack();
- }
- // ====================================================================
- // WI_updateNetgameStats
- // Purpose: Calculate coop stats as we display them with noise and fury
- // Args: none
- // Returns: void
- // Comment: This stuff sure is complicated for what it does
- //
- void WI_updateNetgameStats(void)
- {
- int i;
- int fsum;
- boolean stillticking;
- WI_updateAnimatedBack();
- if (acceleratestage && ng_state != 10)
- {
- acceleratestage = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
- cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
- // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
- cnt_secret[i] = wbs->maxsecret ?
- (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
- if (dofrags)
- cnt_frags[i] = WI_fragSum(i); // we had frags
- }
- S_StartSound(0, sfx_barexp); // bang
- ng_state = 10;
- }
- if (ng_state == 2)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol); // pop
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- cnt_kills[i] += 2;
- if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
- cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
- else
- stillticking = true; // still got stuff to tally
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state++;
- }
- }
- else if (ng_state == 4)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- cnt_items[i] += 2;
- if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
- cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
- else
- stillticking = true;
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state++;
- }
- }
- else if (ng_state == 6)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- cnt_secret[i] += 2;
- // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
- if (cnt_secret[i] >= (wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : compatibility_level < lxdoom_1_compatibility ? 0 : 100))
- cnt_secret[i] = wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
- else
- stillticking = true;
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ng_state += 1 + 2*!dofrags;
- }
- }
- else if (ng_state == 8)
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- cnt_frags[i] += 1;
- if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
- cnt_frags[i] = fsum;
- else
- stillticking = true;
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_pldeth);
- ng_state++;
- }
- }
- else if (ng_state == 10)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_sgcock);
- if ( gamemode == commercial )
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (ng_state & 1)
- {
- if (!--cnt_pause)
- {
- ng_state++;
- cnt_pause = TICRATE;
- }
- }
- }
- // ====================================================================
- // WI_drawNetgameStats
- // Purpose: Put the coop stats on the screen
- // Args: none
- // Returns: void
- //
- // proff/nicolas 09/20/98 -- changed for hi-res
- // CPhipps - patch drawing updated
- void WI_drawNetgameStats(void)
- {
- int i;
- int x;
- int y;
- int pwidth = V_NamePatchWidth(percent);
- int fwidth = V_NamePatchWidth(facebackp);
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
- // draw stat titles (top line)
- V_DrawNamePatch(NG_STATSX+NG_SPACINGX-V_NamePatchWidth(kills),
- NG_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
- V_DrawNamePatch(NG_STATSX+2*NG_SPACINGX-V_NamePatchWidth(items),
- NG_STATSY, FB, items, CR_DEFAULT, VPT_STRETCH);
- V_DrawNamePatch(NG_STATSX+3*NG_SPACINGX-V_NamePatchWidth(secret),
- NG_STATSY, FB, secret, CR_DEFAULT, VPT_STRETCH);
- if (dofrags)
- V_DrawNamePatch(NG_STATSX+4*NG_SPACINGX-V_NamePatchWidth(frags),
- NG_STATSY, FB, frags, CR_DEFAULT, VPT_STRETCH);
- // draw stats
- y = NG_STATSY + V_NamePatchHeight(kills);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- //int trans = playernumtotrans[i];
- if (!playeringame[i])
- continue;
- x = NG_STATSX;
- V_DrawNamePatch(x-fwidth, y, FB, facebackp,
- i ? CR_LIMIT+i : CR_DEFAULT,
- VPT_STRETCH | (i ? VPT_TRANS : 0));
- if (i == me)
- V_DrawNamePatch(x-fwidth, y, FB, star, CR_DEFAULT, VPT_STRETCH);
- x += NG_SPACINGX;
- if (cnt_kills)
- WI_drawPercent(x-pwidth, y+10, cnt_kills[i]);
- x += NG_SPACINGX;
- if (cnt_items)
- WI_drawPercent(x-pwidth, y+10, cnt_items[i]);
- x += NG_SPACINGX;
- if (cnt_secret)
- WI_drawPercent(x-pwidth, y+10, cnt_secret[i]);
- x += NG_SPACINGX;
- if (dofrags && cnt_frags)
- WI_drawNum(x, y+10, cnt_frags[i], -1);
- y += WI_SPACINGY;
- }
- if (y <= SP_TIMEY)
- // cph - show times in coop on the entering screen
- WI_drawTimeStats(plrs[me].stime / TICRATE, wbs->totaltimes / TICRATE, wbs->partime / TICRATE);
- }
- static int sp_state;
- // ====================================================================
- // WI_initStats
- // Purpose: Get ready for single player stats
- // Args: none
- // Returns: void
- // Comment: Seems like we could do all these stats in a more generic
- // set of routines that weren't duplicated for dm, coop, sp
- //
- void WI_initStats(void)
- {
- state = StatCount;
- acceleratestage = 0;
- sp_state = 1;
- // CPhipps - allocate (awful code, I know, but saves changing it all) and initialise
- *(cnt_kills = malloc(sizeof(*cnt_kills))) =
- *(cnt_items = malloc(sizeof(*cnt_items))) =
- *(cnt_secret= malloc(sizeof(*cnt_secret))) = -1;
- cnt_time = cnt_par = cnt_total_time = -1;
- cnt_pause = TICRATE;
- WI_initAnimatedBack();
- }
- // ====================================================================
- // WI_updateStats
- // Purpose: Calculate solo stats
- // Args: none
- // Returns: void
- //
- void WI_updateStats(void)
- {
- WI_updateAnimatedBack();
- if (acceleratestage && sp_state != 10)
- {
- acceleratestage = 0;
- cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
- cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
- // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
- cnt_secret[0] = (wbs->maxsecret ?
- (plrs[me].ssecret * 100) / wbs->maxsecret : 100);
- cnt_total_time = wbs->totaltimes / TICRATE;
- cnt_time = plrs[me].stime / TICRATE;
- cnt_par = wbs->partime / TICRATE;
- S_StartSound(0, sfx_barexp);
- sp_state = 10;
- }
- if (sp_state == 2)
- {
- cnt_kills[0] += 2;
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
- {
- cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- else if (sp_state == 4)
- {
- cnt_items[0] += 2;
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
- {
- cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- else if (sp_state == 6)
- {
- cnt_secret[0] += 2;
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
- if ((!wbs->maxsecret && compatibility_level < lxdoom_1_compatibility) ||
- cnt_secret[0] >= (wbs->maxsecret ?
- (plrs[me].ssecret * 100) / wbs->maxsecret : 100))
- {
- cnt_secret[0] = (wbs->maxsecret ?
- (plrs[me].ssecret * 100) / wbs->maxsecret : 100);
- S_StartSound(0, sfx_barexp);
- sp_state++;
- }
- }
- else if (sp_state == 8)
- {
- int time_done, total_done, par_done; // finished counting?
- int time_just, total_just, par_just; // _just_ finished counting?
- // Test if counter is below target, then increment, and test again
- // If the first is false and the second true, we've just gone over
- #define UPDATE_COUNT(count, inc, target, done, just) \
- (just) = ((count) >= (target)); \
- (count) += (inc); \
- (done) = ((count) >= (target)); \
- (just) = (!(just) && (done)); \
- if ((done)) (count) = (target);
- UPDATE_COUNT(cnt_time, 3, (plrs[me].stime / TICRATE),
- time_done, time_just);
- UPDATE_COUNT(cnt_total_time, 3, (wbs->totaltimes / TICRATE),
- total_done, total_just);
- UPDATE_COUNT(cnt_par, 3, (wbs->partime / TICRATE),
- par_done, par_just);
- #undef UPDATE_COUNT
- // If all three timers are finished, play explosion and bump state
- // Ignore total time or par time if not counted or displayed
- if (time_done
- && (total_done || compatibility_level < lxdoom_1_compatibility)
- && (par_done || (modifiedgame && !deh_pars)))
- {
- // Only play explosion once when counter has just finished
- if (time_just
- || (total_just && compatibility_level >= lxdoom_1_compatibility)
- || (par_just && (!modifiedgame || deh_pars)))
- S_StartSound(0, sfx_barexp);
- // Fast-forward total time in old complevels
- if (compatibility_level < lxdoom_1_compatibility)
- cnt_total_time = (wbs->totaltimes / TICRATE);
- // Only bump state if par timer has actually finished (demosync)
- if (par_done)
- {
- sp_state++;
- // Make sure all the counters have reached their targets
- cnt_time = (plrs[me].stime / TICRATE);
- cnt_total_time = (wbs->totaltimes / TICRATE);
- cnt_par = (wbs->partime / TICRATE);
- }
- }
- // Otherwise, if any of the timers are still going, play gunshots
- else
- {
- if (!(bcnt&3))
- S_StartSound(0, sfx_pistol);
- }
- }
- else if (sp_state == 10)
- {
- if (acceleratestage)
- {
- S_StartSound(0, sfx_sgcock);
- if (gamemode == commercial)
- WI_initNoState();
- else
- WI_initShowNextLoc();
- }
- }
- else if (sp_state & 1)
- {
- if (!--cnt_pause)
- {
- sp_state++;
- cnt_pause = TICRATE;
- }
- }
- }
- // ====================================================================
- // WI_drawStats
- // Purpose: Put the solo stats on the screen
- // Args: none
- // Returns: void
- //
- // proff/nicolas 09/20/98 -- changed for hi-res
- // CPhipps - patch drawing updated
- void WI_drawStats(void)
- {
- // line height
- int lh;
- lh = (3*num[0].height)/2;
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
- V_DrawNamePatch(SP_STATSX, SP_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
- if (cnt_kills)
- WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0]);
- V_DrawNamePatch(SP_STATSX, SP_STATSY+lh, FB, items, CR_DEFAULT, VPT_STRETCH);
- if (cnt_items)
- WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
- V_DrawNamePatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret, CR_DEFAULT, VPT_STRETCH);
- if (cnt_secret)
- WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
- WI_drawTimeStats(cnt_time, cnt_total_time, cnt_par);
- }
- // ====================================================================
- // 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.buttons & BT_ATTACK)
- {
- if (!player->attackdown)
- acceleratestage = 1;
- player->attackdown = true;
- }
- else
- player->attackdown = false;
- if (player->cmd.buttons & BT_USE)
- {
- if (!player->usedown)
- acceleratestage = 1;
- player->usedown = true;
- }
- else
- player->usedown = false;
- }
- }
- }
- // ====================================================================
- // 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
- if ( gamemode == commercial )
- S_ChangeMusic(mus_dm2int, true);
- else
- S_ChangeMusic(mus_inter, true);
- }
- WI_checkForAccelerate();
- switch (state)
- {
- case StatCount:
- if (deathmatch) WI_updateDeathmatchStats();
- else if (netgame) WI_updateNetgameStats();
- else WI_updateStats();
- break;
- case ShowNextLoc:
- WI_updateShowNextLoc();
- break;
- case NoState:
- WI_updateNoState();
- break;
- }
- }
- /* ====================================================================
- * WI_loadData
- * Purpose: Initialize intermission data such as background graphics,
- * patches, map names, etc.
- * Args: none
- * Returns: void
- *
- * CPhipps - modified for new wad lump handling.
- * - no longer preload most graphics, other funcs can use
- * them by name
- */
- void WI_loadData(void)
- {
- int i;
- int j;
- char name[9]; // limited to 8 characters
- anim_t* a;
- if (gamemode != commercial)
- {
- if (wbs->epsd < 3)
- {
- for (j=0;j<NUMANIMS[wbs->epsd];j++)
- {
- a = &anims[wbs->epsd][j];
- for (i=0;i<a->nanims;i++)
- {
- // MONDO HACK!
- if (wbs->epsd != 1 || j != 8)
- {
- // animations
- sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
- R_SetPatchNum(&a->p[i], name);
- }
- else
- {
- // HACK ALERT!
- a->p[i] = anims[1][4].p[i];
- }
- }
- }
- }
- }
- for (i=0;i<10;i++)
- {
- // numbers 0-9
- sprintf(name, "WINUM%d", i);
- R_SetPatchNum(&num[i], name);
- }
- }
- // ====================================================================
- // WI_Drawer
- // Purpose: Call the appropriate stats drawing routine depending on
- // what kind of game is being played (DM, coop, solo)
- // Args: none
- // Returns: void
- //
- void WI_Drawer (void)
- {
- switch (state)
- {
- case StatCount:
- if (deathmatch)
- WI_drawDeathmatchStats();
- else if (netgame)
- WI_drawNetgameStats();
- else
- WI_drawStats();
- break;
- case ShowNextLoc:
- WI_drawShowNextLoc();
- break;
- case NoState:
- WI_drawNoState();
- break;
- }
- }
- // ====================================================================
- // WI_initVariables
- // Purpose: Initialize the intermission information structure
- // Note: wbstartstruct_t is defined in d_player.h
- // Args: wbstartstruct -- pointer to the structure with the data
- // Returns: void
- //
- void WI_initVariables(wbstartstruct_t* wbstartstruct)
- {
- wbs = wbstartstruct;
- #ifdef RANGECHECKING
- if (gamemode != commercial)
- {
- if ( gamemode == retail )
- RNGCHECK(wbs->epsd, 0, 3);
- else
- RNGCHECK(wbs->epsd, 0, 2);
- }
- else
- {
- RNGCHECK(wbs->last, 0, 8);
- RNGCHECK(wbs->next, 0, 8);
- }
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
- #endif
- acceleratestage = 0;
- cnt = bcnt = 0;
- firstrefresh = 1;
- me = wbs->pnum;
- plrs = wbs->plyr;
- if (!wbs->maxkills)
- wbs->maxkills = 1; // probably only useful in MAP30
- if (!wbs->maxitems)
- wbs->maxitems = 1;
- if ( gamemode != retail )
- if (wbs->epsd > 2)
- wbs->epsd -= 3;
- }
- // ====================================================================
- // WI_Start
- // Purpose: Call the various init routines
- // Note: wbstartstruct_t is defined in d_player.h
- // Args: wbstartstruct -- pointer to the structure with the
- // intermission data
- // Returns: void
- //
- void WI_Start(wbstartstruct_t* wbstartstruct)
- {
- WI_initVariables(wbstartstruct);
- WI_loadData();
- if (deathmatch)
- WI_initDeathmatchStats();
- else if (netgame)
- WI_initNetgameStats();
- else
- WI_initStats();
- }
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