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authorSimon Howard2010-02-01 19:11:06 +0000
committerSimon Howard2010-02-01 19:11:06 +0000
commitde6f6af80635f0f20d7cb75722dc04b00dd2d746 (patch)
tree364dcb86f2c22411a720447bfa21c4de9191ff6f /src/strife/wi_stuff.c
parent28f8d3e9b5794e188ccff1cc68c62be9001985b7 (diff)
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Remove improperly-created strife directory.
Subversion-branch: /branches/strife-branch Subversion-revision: 1839
Diffstat (limited to 'src/strife/wi_stuff.c')
-rw-r--r--src/strife/wi_stuff.c1841
1 files changed, 0 insertions, 1841 deletions
diff --git a/src/strife/wi_stuff.c b/src/strife/wi_stuff.c
deleted file mode 100644
index 83f5052f..00000000
--- a/src/strife/wi_stuff.c
+++ /dev/null
@@ -1,1841 +0,0 @@
-// 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;
-
- 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 - nothing is displayed!
- }
- 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)
- 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();
-}