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ref: 1901777acea62666bf6007b6ccce6f1f4cdb65dc
dir: /src/doom/wi_stuff.c/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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 <stdio.h>

#include "z_zone.h"

#include "m_random.h"

#include "deh_main.h"
#include "i_swap.h"
#include "i_system.h"

#include "w_wad.h"

#include "g_game.h"

#include "r_local.h"
#include "s_sound.h"

#include "doomstat.h"

// Data.
#include "sounds.h"

// Needs access to LFB.
#include "v_video.h"

#include "wi_stuff.h"

//
// 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


// 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

// SINGPLE-PLAYER STUFF
#define SP_STATSX		50
#define SP_STATSY		50

#define SP_TIMEX		16
#define SP_TIMEY		(SCREENHEIGHT-32)


// NET GAME STUFF
#define NG_STATSY		50
#define NG_STATSX		(32 + SHORT(star->width)/2 + 32*!dofrags)

#define NG_SPACINGX    		64


// 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




typedef enum
{
    ANIM_ALWAYS,
    ANIM_RANDOM,
    ANIM_LEVEL

} animenum_t;

typedef struct
{
    int		x;
    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
    patch_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.
//

#define ANIM(type, period, nanims, x, y, nexttic)            \
   { (type), (period), (nanims), { (x), (y) }, (nexttic),    \
     0, { NULL, NULL, NULL }, 0, 0, 0, 0 }


static anim_t epsd0animinfo[] =
{
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 224, 104, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 184, 160, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 112, 136, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 72, 112, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 88, 96, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 48, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 192, 40, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 136, 16, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 80, 16, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 24, 0),
};

static anim_t epsd1animinfo[] =
{
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 1),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 2),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 3),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 4),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 5),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 6),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 7),
    ANIM(ANIM_LEVEL, TICRATE/3, 3, 192, 144, 8),
    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 8),
};

static anim_t epsd2animinfo[] =
{
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 168, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 40, 136, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 160, 96, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 80, 0),
    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 120, 32, 0),
    ANIM(ANIM_ALWAYS, TICRATE/4, 3, 40, 0, 0),
};

static int NUMANIMS[NUMEPISODES] =
{
    arrlen(epsd0animinfo),
    arrlen(epsd1animinfo),
    arrlen(epsd2animinfo),
};

static anim_t *anims[NUMEPISODES] =
{
    epsd0animinfo,
    epsd1animinfo,
    epsd2animinfo
};


//
// GENERAL DATA
//

//
// Locally used stuff.
//

// 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
static int		acceleratestage;

// 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_kills[MAXPLAYERS];
static int		cnt_items[MAXPLAYERS];
static int		cnt_secret[MAXPLAYERS];
static int		cnt_time;
static int		cnt_par;
static int		cnt_pause;

// # of commercial levels
static int		NUMCMAPS; 


//
//	GRAPHICS
//

// You Are Here graphic
static patch_t*		yah[3] = { NULL, NULL, NULL }; 

// splat
static patch_t*		splat[2] = { NULL, NULL };

// %, : graphics
static patch_t*		percent;
static patch_t*		colon;

// 0-9 graphic
static patch_t*		num[10];

// minus sign
static patch_t*		wiminus;

// "Finished!" graphics
static patch_t*		finished;

// "Entering" graphic
static patch_t*		entering; 

// "secret"
static patch_t*		sp_secret;

 // "Kills", "Scrt", "Items", "Frags"
static patch_t*		kills;
static patch_t*		secret;
static patch_t*		items;
static patch_t*		frags;

// Time sucks.
static patch_t*		timepatch;
static patch_t*		par;
static patch_t*		sucks;

// "killers", "victims"
static patch_t*		killers;
static patch_t*		victims; 

// "Total", your face, your dead face
static patch_t*		total;
static patch_t*		star;
static patch_t*		bstar;

// "red P[1..MAXPLAYERS]"
static patch_t*		p[MAXPLAYERS];

// "gray P[1..MAXPLAYERS]"
static patch_t*		bp[MAXPLAYERS];

 // Name graphics of each level (centered)
static patch_t**	lnames;

// Buffer storing the backdrop
static patch_t *background;

//
// CODE
//

// slam background
void WI_slamBackground(void)
{
    V_DrawPatch(0, 0, background);
}

// The ticker is used to detect keys
//  because of timing issues in netgames.
boolean WI_Responder(event_t* ev)
{
    return false;
}


// Draws "<Levelname> Finished!"
void WI_drawLF(void)
{
    int y = WI_TITLEY;

    // draw <LevelName> 
    V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
		y,
                lnames[wbs->last]);

    // draw "Finished!"
    y += (5*SHORT(lnames[wbs->last]->height))/4;
    
    V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
		y,
                finished);
}



// Draws "Entering <LevelName>"
void WI_drawEL(void)
{
    int y = WI_TITLEY;

    // draw "Entering"
    V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
		y,
                entering);

    // draw level
    y += (5*SHORT(lnames[wbs->next]->height))/4;

    V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
		y, 
                lnames[wbs->next]);

}

void
WI_drawOnLnode
( int		n,
  patch_t*	c[] )
{

    int		i;
    int		left;
    int		top;
    int		right;
    int		bottom;
    boolean	fits = false;

    i = 0;
    do
    {
	left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
	top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
	right = left + SHORT(c[i]->width);
	bottom = top + SHORT(c[i]->height);

	if (left >= 0
	    && right < SCREENWIDTH
	    && top >= 0
	    && bottom < SCREENHEIGHT)
	{
	    fits = true;
	}
	else
	{
	    i++;
	}
    } while (!fits && i!=2 && c[i] != NULL);

    if (fits && i<2)
    {
	V_DrawPatch(lnodes[wbs->epsd][n].x,
                    lnodes[wbs->epsd][n].y,
		    c[i]);
    }
    else
    {
	// DEBUG
	printf("Could not place patch on level %d", n+1); 
    }
}



void WI_initAnimatedBack(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];

	// 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;
    }

}

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;
	    }
	}

    }

}

void WI_drawAnimatedBack(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 (a->ctr >= 0)
	    V_DrawPatch(a->loc.x, a->loc.y, a->p[a->ctr]);
    }

}

//
// Draws a number.
// If digits > 0, then use that many digits minimum,
//  otherwise only use as many as necessary.
// Returns new x position.
//

int
WI_drawNum
( int		x,
  int		y,
  int		n,
  int		digits )
{

    int		fontwidth = SHORT(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;
	V_DrawPatch(x, y, num[ n % 10 ]);
	n /= 10;
    }

    // draw a minus sign if necessary
    if (neg)
	V_DrawPatch(x-=8, y, wiminus);

    return x;

}

void
WI_drawPercent
( int		x,
  int		y,
  int		p )
{
    if (p < 0)
	return;

    V_DrawPatch(x, y, percent);
    WI_drawNum(x, y, p, -1);
}



//
// Display level completion time and par,
//  or "sucks" message if overflow.
//
void
WI_drawTime
( int		x,
  int		y,
  int		t )
{

    int		div;
    int		n;

    if (t<0)
	return;

    if (t <= 61*59)
    {
	div = 1;

	do
	{
	    n = (t / div) % 60;
	    x = WI_drawNum(x, y, n, 2) - SHORT(colon->width);
	    div *= 60;

	    // draw
	    if (div==60 || t / div)
		V_DrawPatch(x, y, colon);
	    
	} while (t / div);
    }
    else
    {
	// "sucks"
	V_DrawPatch(x - SHORT(sucks->width), y, sucks); 
    }
}


void WI_End(void)
{
    void WI_unloadData(void);
    WI_unloadData();
}

void WI_initNoState(void)
{
    state = NoState;
    acceleratestage = 0;
    cnt = 10;
}

void WI_updateNoState(void) {

    WI_updateAnimatedBack();

    if (!--cnt)
    {
        // Don't call WI_End yet.  G_WorldDone doesnt immediately 
        // change gamestate, so WI_Drawer is still going to get
        // run until that happens.  If we do that after WI_End
        // (which unloads all the graphics), we're in trouble.
	//WI_End();
	G_WorldDone();
    }

}

static boolean		snl_pointeron = false;


void WI_initShowNextLoc(void)
{
    state = ShowNextLoc;
    acceleratestage = 0;
    cnt = SHOWNEXTLOCDELAY * TICRATE;

    WI_initAnimatedBack();
}

void WI_updateShowNextLoc(void)
{
    WI_updateAnimatedBack();

    if (!--cnt || acceleratestage)
	WI_initNoState();
    else
	snl_pointeron = (cnt & 31) < 20;
}

void WI_drawShowNextLoc(void)
{

    int		i;
    int		last;

    WI_slamBackground();

    // draw animated background
    WI_drawAnimatedBack(); 

    if ( gamemode != commercial)
    {
  	if (wbs->epsd > 2)
	{
	    WI_drawEL();
	    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)
	WI_drawEL();  

}

void WI_drawNoState(void)
{
    snl_pointeron = true;
    WI_drawShowNextLoc();
}

int WI_fragSum(int playernum)
{
    int		i;
    int		frags = 0;
    
    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	if (playeringame[i]
	    && i!=playernum)
	{
	    frags += plrs[playernum].frags[i];
	}
    }

	
    // JDC hack - negative frags.
    frags -= plrs[playernum].frags[playernum];
    // UNUSED if (frags < 0)
    // 	frags = 0;

    return frags;
}



static int		dm_state;
static int		dm_frags[MAXPLAYERS][MAXPLAYERS];
static int		dm_totals[MAXPLAYERS];



void WI_initDeathmatchStats(void)
{

    int		i;
    int		j;

    state = StatCount;
    acceleratestage = 0;
    dm_state = 1;

    cnt_pause = TICRATE;

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	if (playeringame[i])
	{
	    for (j=0 ; j<MAXPLAYERS ; j++)
		if (playeringame[j])
		    dm_frags[i][j] = 0;

	    dm_totals[i] = 0;
	}
    }
    
    WI_initAnimatedBack();
}



void WI_updateDeathmatchStats(void)
{

    int		i;
    int		j;
    
    boolean	stillticking;

    WI_updateAnimatedBack();

    if (acceleratestage && dm_state != 4)
    {
	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);
	dm_state = 4;
    }

    
    if (dm_state == 2)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);
	
	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] > 99)
			    dm_frags[i][j] = 99;

			if (dm_frags[i][j] < -99)
			    dm_frags[i][j] = -99;
			
			stillticking = true;
		    }
		}
		dm_totals[i] = WI_fragSum(i);

		if (dm_totals[i] > 99)
		    dm_totals[i] = 99;
		
		if (dm_totals[i] < -99)
		    dm_totals[i] = -99;
	    }
	    
	}
	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;
	}
    }
}



void WI_drawDeathmatchStats(void)
{

    int		i;
    int		j;
    int		x;
    int		y;
    int		w;
    
    int		lh;	// line height

    lh = WI_SPACINGY;

    WI_slamBackground();
    
    // draw animated background
    WI_drawAnimatedBack(); 
    WI_drawLF();

    // draw stat titles (top line)
    V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
		DM_MATRIXY-WI_SPACINGY+10,
		total);
    
    V_DrawPatch(DM_KILLERSX, DM_KILLERSY, killers);
    V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, victims);

    // draw P?
    x = DM_MATRIXX + DM_SPACINGX;
    y = DM_MATRIXY;

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	if (playeringame[i])
	{
	    V_DrawPatch(x-SHORT(p[i]->width)/2,
			DM_MATRIXY - WI_SPACINGY,
			p[i]);
	    
	    V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
			y,
			p[i]);

	    if (i == me)
	    {
		V_DrawPatch(x-SHORT(p[i]->width)/2,
			    DM_MATRIXY - WI_SPACINGY,
			    bstar);

		V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
			    y,
			    star);
	    }
	}
	else
	{
	    // V_DrawPatch(x-SHORT(bp[i]->width)/2,
	    //   DM_MATRIXY - WI_SPACINGY, bp[i]);
	    // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
	    //   y, bp[i]);
	}
	x += DM_SPACINGX;
	y += WI_SPACINGY;
    }

    // draw stats
    y = DM_MATRIXY+10;
    w = SHORT(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;
    }
}

static int	cnt_frags[MAXPLAYERS];
static int	dofrags;
static int	ng_state;

void WI_initNetgameStats(void)
{

    int i;

    state = StatCount;
    acceleratestage = 0;
    ng_state = 1;

    cnt_pause = TICRATE;

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	if (!playeringame[i])
	    continue;

	cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;

	dofrags += WI_fragSum(i);
    }

    dofrags = !!dofrags;

    WI_initAnimatedBack();
}



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;
	    cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;

	    if (dofrags)
		cnt_frags[i] = WI_fragSum(i);
	}
	S_StartSound(0, sfx_barexp);
	ng_state = 10;
    }

    if (ng_state == 2)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);

	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;
	}
	
	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;

	    if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
		cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
	    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;
	}
    }
}



void WI_drawNetgameStats(void)
{
    int		i;
    int		x;
    int		y;
    int		pwidth = SHORT(percent->width);

    WI_slamBackground();
    
    // draw animated background
    WI_drawAnimatedBack(); 

    WI_drawLF();

    // draw stat titles (top line)
    V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width),
		NG_STATSY, kills);

    V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
		NG_STATSY, items);

    V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
		NG_STATSY, secret);
    
    if (dofrags)
	V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
		    NG_STATSY, frags);

    // draw stats
    y = NG_STATSY + SHORT(kills->height);

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	if (!playeringame[i])
	    continue;

	x = NG_STATSX;
	V_DrawPatch(x-SHORT(p[i]->width), y, p[i]);

	if (i == me)
	    V_DrawPatch(x-SHORT(p[i]->width), y, star);

	x += NG_SPACINGX;
	WI_drawPercent(x-pwidth, y+10, cnt_kills[i]);	x += NG_SPACINGX;
	WI_drawPercent(x-pwidth, y+10, cnt_items[i]);	x += NG_SPACINGX;
	WI_drawPercent(x-pwidth, y+10, cnt_secret[i]);	x += NG_SPACINGX;

	if (dofrags)
	    WI_drawNum(x, y+10, cnt_frags[i], -1);

	y += WI_SPACINGY;
    }

}

static int	sp_state;

void WI_initStats(void)
{
    state = StatCount;
    acceleratestage = 0;
    sp_state = 1;
    cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
    cnt_time = cnt_par = -1;
    cnt_pause = TICRATE;

    WI_initAnimatedBack();
}

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;
	cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
	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);

	if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret)
	{
	    cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
	    S_StartSound(0, sfx_barexp);
	    sp_state++;
	}
    }

    else if (sp_state == 8)
    {
	if (!(bcnt&3))
	    S_StartSound(0, sfx_pistol);

	cnt_time += 3;

	if (cnt_time >= plrs[me].stime / TICRATE)
	    cnt_time = plrs[me].stime / TICRATE;

	cnt_par += 3;

	if (cnt_par >= wbs->partime / TICRATE)
	{
	    cnt_par = wbs->partime / TICRATE;

	    if (cnt_time >= plrs[me].stime / TICRATE)
	    {
		S_StartSound(0, sfx_barexp);
		sp_state++;
	    }
	}
    }
    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;
	}
    }

}

void WI_drawStats(void)
{
    // line height
    int lh;	

    lh = (3*SHORT(num[0]->height))/2;

    WI_slamBackground();

    // draw animated background
    WI_drawAnimatedBack();
    
    WI_drawLF();

    V_DrawPatch(SP_STATSX, SP_STATSY, kills);
    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);

    V_DrawPatch(SP_STATSX, SP_STATSY+lh, items);
    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);

    V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret);
    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);

    V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch);
    WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);

    if (wbs->epsd < 3)
    {
	V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, par);
	WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
    }

}

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;
	}
    }
}



// Updates stuff each tick
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;
    }

}

typedef void (*load_callback_t)(char *lumpname, patch_t **variable);

// Common load/unload function.  Iterates over all the graphics
// lumps to be loaded/unloaded into memory.

static void WI_loadUnloadData(load_callback_t callback)
{
    int i, j;
    char name[9];
    anim_t *a;

    if (gamemode == commercial)
    {
	for (i=0 ; i<NUMCMAPS ; i++)
	{								
	    sprintf(name, DEH_String("CWILV%2.2d"), i);
            callback(name, &lnames[i]);
	}					
    }
    else
    {
	for (i=0 ; i<NUMMAPS ; i++)
	{
	    sprintf(name, DEH_String("WILV%d%d"), wbs->epsd, i);
            callback(name, &lnames[i]);
	}

	// you are here
        callback(DEH_String("WIURH0"), &yah[0]);

	// you are here (alt.)
        callback(DEH_String("WIURH1"), &yah[1]);

	// splat
        callback(DEH_String("WISPLAT"), &splat[0]);
	
	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, DEH_String("WIA%d%.2d%.2d"), 
				      wbs->epsd, j, i);  
                        callback(name, &a->p[i]);
		    }
		    else
		    {
			// HACK ALERT!
			a->p[i] = anims[1][4].p[i]; 
		    }
		}
	    }
	}
    }

    // More hacks on minus sign.
    callback(DEH_String("WIMINUS"), &wiminus);

    for (i=0;i<10;i++)
    {
	 // numbers 0-9
	sprintf(name, DEH_String("WINUM%d"), i);     
        callback(name, &num[i]);
    }

    // percent sign
    callback(DEH_String("WIPCNT"), &percent);

    // "finished"
    callback(DEH_String("WIF"), &finished);

    // "entering"
    callback(DEH_String("WIENTER"), &entering);

    // "kills"
    callback(DEH_String("WIOSTK"), &kills);

    // "scrt"
    callback(DEH_String("WIOSTS"), &secret);

     // "secret"
    callback(DEH_String("WISCRT2"), &sp_secret);

    // french wad uses WIOBJ (?)
    if (W_CheckNumForName(DEH_String("WIOBJ")) >= 0)
    {
    	// "items"
    	if (netgame && !deathmatch)
            callback(DEH_String("WIOBJ"), &items);
    	else
            callback(DEH_String("WIOSTI"), &items);
    } else {
        callback(DEH_String("WIOSTI"), &items);
    }

    // "frgs"
    callback(DEH_String("WIFRGS"), &frags);

    // ":"
    callback(DEH_String("WICOLON"), &colon);

    // "time"
    callback(DEH_String("WITIME"), &timepatch);   

    // "sucks"
    callback(DEH_String("WISUCKS"), &sucks);  

    // "par"
    callback(DEH_String("WIPAR"), &par);   

    // "killers" (vertical)
    callback(DEH_String("WIKILRS"), &killers);

    // "victims" (horiz)
    callback(DEH_String("WIVCTMS"), &victims);

    // "total"
    callback(DEH_String("WIMSTT"), &total);   

    for (i=0 ; i<MAXPLAYERS ; i++)
    {
	// "1,2,3,4"
	sprintf(name, DEH_String("STPB%d"), i);      
        callback(name, &p[i]);

	// "1,2,3,4"
	sprintf(name, DEH_String("WIBP%d"), i+1);     
        callback(name, &bp[i]);
    }

    // Background image

    if (gamemode == commercial)
    {
	strcpy(name, DEH_String("INTERPIC"));
    }
    else if (gamemode == retail && wbs->epsd == 3)
    {
	strcpy(name, DEH_String("INTERPIC"));
    }
    else 
    {
	sprintf(name, DEH_String("WIMAP%d"), wbs->epsd);
    }
    
    // Draw backdrop and save to a temporary buffer
  
    callback(name, &background);
}

static void WI_loadCallback(char *name, patch_t **variable)
{
    *variable = W_CacheLumpName(name, PU_STATIC);
}

void WI_loadData(void)
{
    if (gamemode == commercial)
    {
	NUMCMAPS = 32;								
	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
				       PU_STATIC, NULL);
    }
    else
    {
	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
				       PU_STATIC, NULL);
    }

    WI_loadUnloadData(WI_loadCallback);

    // These two graphics are special cased because we're sharing
    // them with the status bar code

    // your face
    star = W_CacheLumpName(DEH_String("STFST01"), PU_STATIC);

    // dead face
    bstar = W_CacheLumpName(DEH_String("STFDEAD0"), PU_STATIC);
}

static void WI_unloadCallback(char *name, patch_t **variable)
{
    W_ReleaseLumpName(name);
    *variable = NULL;
}

void WI_unloadData(void)
{
    WI_loadUnloadData(WI_unloadCallback);

    // We do not free these lumps as they are shared with the status
    // bar code.
   
    // W_ReleaseLumpName("STFST01");
    // W_ReleaseLumpName("STFDEAD0");
}

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;
    }
}


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;

    if (!wbs->maxitems)
	wbs->maxitems = 1;

    if (!wbs->maxsecret)
	wbs->maxsecret = 1;

    if ( gamemode != retail )
      if (wbs->epsd > 2)
	wbs->epsd -= 3;
}

void WI_Start(wbstartstruct_t* wbstartstruct)
{
    WI_initVariables(wbstartstruct);
    WI_loadData();

    if (deathmatch)
	WI_initDeathmatchStats();
    else if (netgame)
	WI_initNetgameStats();
    else
	WI_initStats();
}