From de6f6af80635f0f20d7cb75722dc04b00dd2d746 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Mon, 1 Feb 2010 19:11:06 +0000 Subject: Remove improperly-created strife directory. Subversion-branch: /branches/strife-branch Subversion-revision: 1839 --- src/strife/wi_stuff.c | 1841 ------------------------------------------------- 1 file changed, 1841 deletions(-) delete mode 100644 src/strife/wi_stuff.c (limited to 'src/strife/wi_stuff.c') 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 - -#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 " Finished!" -void WI_drawLF(void) -{ - int y = WI_TITLEY; - - if (gamemode != commercial || wbs->last < NUMCMAPS) - { - // draw - 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 " -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;iepsd];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;iepsd];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 ; iepsd] ; 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 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 ; iwidth)/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 ; imaxkills; - 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= (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= (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= (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= (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 ; iwidth), 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 ; icmd.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 ; iepsd, 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;jepsd];j++) - { - a = &anims[wbs->epsd][j]; - for (i=0;inanims;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 ; iepsd == 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(); -} -- cgit v1.2.3