ref: 2053768a9251cbd4c731681a3e1e04c800ad21f4
dir: /src/doom/wi_stuff.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 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. // // DESCRIPTION: // Intermission screens. // #include <stdio.h> #include "z_zone.h" #include "m_misc.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; if (gamemode != commercial || wbs->last < NUMCMAPS) { // 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); } else if (wbs->last == NUMCMAPS) { // MAP33 - draw "Finished!" only V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, y, finished); } else if (wbs->last > NUMCMAPS) { // > MAP33. Doom bombs out here with a Bad V_DrawPatch error. // I'm pretty sure that doom2.exe is just reading into random // bits of memory at this point, but let's try to be accurate // anyway. This deliberately triggers a V_DrawPatch error. patch_t tmp = { SCREENWIDTH, SCREENHEIGHT, 1, 1, { 0, 0, 0, 0, 0, 0, 0, 0 } }; V_DrawPatch(0, y, &tmp); } } // 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 && wiminus) 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; 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)(const 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++) { DEH_snprintf(name, 9, "CWILV%2.2d", i); callback(name, &lnames[i]); } } else { for (i=0 ; i<NUMMAPS ; i++) { DEH_snprintf(name, 9, "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 DEH_snprintf(name, 9, "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. if (W_CheckNumForName(DEH_String("WIMINUS")) > 0) callback(DEH_String("WIMINUS"), &wiminus); else wiminus = NULL; for (i=0;i<10;i++) { // numbers 0-9 DEH_snprintf(name, 9, "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" DEH_snprintf(name, 9, "STPB%d", i); callback(name, &p[i]); // "1,2,3,4" DEH_snprintf(name, 9, "WIBP%d", i+1); callback(name, &bp[i]); } // Background image if (gamemode == commercial) { M_StringCopy(name, DEH_String("INTERPIC"), sizeof(name)); } else if (gameversion >= exe_ultimate && wbs->epsd == 3) { M_StringCopy(name, DEH_String("INTERPIC"), sizeof(name)); } else { DEH_snprintf(name, sizeof(name), "WIMAP%d", wbs->epsd); } // Draw backdrop and save to a temporary buffer callback(name, &background); } static void WI_loadCallback(const 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(const 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 (gameversion >= exe_ultimate) 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 ( gameversion < exe_ultimate ) 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(); }