Source to src/wi_stuff.c
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Intermission screens.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: wi_stuff.c,v 1.7 1997/02/03 22:45:13 b1 Exp $";
#include <stdio.h>
#include "z_zone.h"
#include "m_random.h"
#include "m_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.
//
static anim_t epsd0animinfo[] =
{
{ ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
};
static anim_t epsd1animinfo[] =
{
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
{ ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
};
static anim_t epsd2animinfo[] =
{
{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
{ ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
{ ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
};
static int NUMANIMS[NUMEPISODES] =
{
sizeof(epsd0animinfo)/sizeof(anim_t),
sizeof(epsd1animinfo)/sizeof(anim_t),
sizeof(epsd2animinfo)/sizeof(anim_t)
};
static anim_t *anims[NUMEPISODES] =
{
epsd0animinfo,
epsd1animinfo,
epsd2animinfo
};
//
// GENERAL DATA
//
//
// Locally used stuff.
//
#define FB 0
// States for single-player
#define SP_KILLS 0
#define SP_ITEMS 2
#define SP_SECRET 4
#define SP_FRAGS 6
#define SP_TIME 8
#define SP_PAR ST_TIME
#define SP_PAUSE 1
// in seconds
#define SHOWNEXTLOCDELAY 4
//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
// used to accelerate or skip a stage
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
//
// background (map of levels).
static patch_t* bg;
// You Are Here graphic
static patch_t* yah[2];
// splat
static patch_t* splat;
// %, : 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* time;
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;
//
// CODE
//
// slam background
// UNUSED static unsigned char *background=0;
void WI_slamBackground(void)
{
memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT);
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
}
// The ticker is used to detect keys
// because of timing issues in netgames.
boolean WI_Responder(event_t* ev)
{
return false;
}
// Draws "<Levelname> Finished!"
void WI_drawLF(void)
{
int y = WI_TITLEY;
// draw <LevelName>
V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
y, FB, lnames[wbs->last]);
// draw "Finished!"
y += (5*SHORT(lnames[wbs->last]->height))/4;
V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
y, FB, finished);
}
// Draws "Entering <LevelName>"
void WI_drawEL(void)
{
int y = WI_TITLEY;
// draw "Entering"
V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
y, FB, entering);
// draw level
y += (5*SHORT(lnames[wbs->next]->height))/4;
V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
y, FB, 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);
if (fits && i<2)
{
V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
FB, 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 (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, FB, 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, FB, num[ n % 10 ]);
n /= 10;
}
// draw a minus sign if necessary
if (neg)
V_DrawPatch(x-=8, y, FB, wiminus);
return x;
}
void
WI_drawPercent
( int x,
int y,
int p )
{
if (p < 0)
return;
V_DrawPatch(x, y, FB, 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, FB, colon);
} while (t / div);
}
else
{
// "sucks"
V_DrawPatch(x - SHORT(sucks->width), y, FB, 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)
{
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,
FB,
total);
V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers);
V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, 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,
FB,
p[i]);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
FB,
p[i]);
if (i == me)
{
V_DrawPatch(x-SHORT(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
FB,
bstar);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
y,
FB,
star);
}
}
else
{
// V_DrawPatch(x-SHORT(bp[i]->width)/2,
// DM_MATRIXY - WI_SPACINGY, FB, bp[i]);
// V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
// y, FB, 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, FB, kills);
V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
NG_STATSY, FB, items);
V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
NG_STATSY, FB, secret);
if (dofrags)
V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
NG_STATSY, FB, 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, FB, p[i]);
if (i == me)
V_DrawPatch(x-SHORT(p[i]->width), y, FB, 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, FB, kills);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, items);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, time);
WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
if (wbs->epsd < 3)
{
V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, FB, 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;
}
}
void WI_loadData(void)
{
int i;
int j;
char name[9];
anim_t* a;
if (gamemode == commercial)
strcpy(name, "INTERPIC");
else
sprintf(name, "WIMAP%d", wbs->epsd);
if ( gamemode == retail )
{
if (wbs->epsd == 3)
strcpy(name,"INTERPIC");
}
// background
bg = W_CacheLumpName(name, PU_CACHE);
V_DrawPatch(0, 0, 1, bg);
// UNUSED unsigned char *pic = screens[1];
// if (gamemode == commercial)
// {
// darken the background image
// while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH)
// {
// *pic = colormaps[256*25 + *pic];
// pic++;
// }
//}
if (gamemode == commercial)
{
NUMCMAPS = 32;
lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
PU_STATIC, 0);
for (i=0 ; i<NUMCMAPS ; i++)
{
sprintf(name, "CWILV%2.2d", i);
lnames[i] = W_CacheLumpName(name, PU_STATIC);
}
}
else
{
lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
PU_STATIC, 0);
for (i=0 ; i<NUMMAPS ; i++)
{
sprintf(name, "WILV%d%d", wbs->epsd, i);
lnames[i] = W_CacheLumpName(name, PU_STATIC);
}
// you are here
yah[0] = W_CacheLumpName("WIURH0", PU_STATIC);
// you are here (alt.)
yah[1] = W_CacheLumpName("WIURH1", PU_STATIC);
// splat
splat = W_CacheLumpName("WISPLAT", PU_STATIC);
if (wbs->epsd < 3)
{
for (j=0;j<NUMANIMS[wbs->epsd];j++)
{
a = &anims[wbs->epsd][j];
for (i=0;i<a->nanims;i++)
{
// MONDO HACK!
if (wbs->epsd != 1 || j != 8)
{
// animations
sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
a->p[i] = W_CacheLumpName(name, PU_STATIC);
}
else
{
// HACK ALERT!
a->p[i] = anims[1][4].p[i];
}
}
}
}
}
// More hacks on minus sign.
wiminus = W_CacheLumpName("WIMINUS", PU_STATIC);
for (i=0;i<10;i++)
{
// numbers 0-9
sprintf(name, "WINUM%d", i);
num[i] = W_CacheLumpName(name, PU_STATIC);
}
// percent sign
percent = W_CacheLumpName("WIPCNT", PU_STATIC);
// "finished"
finished = W_CacheLumpName("WIF", PU_STATIC);
// "entering"
entering = W_CacheLumpName("WIENTER", PU_STATIC);
// "kills"
kills = W_CacheLumpName("WIOSTK", PU_STATIC);
// "scrt"
secret = W_CacheLumpName("WIOSTS", PU_STATIC);
// "secret"
sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC);
// Yuck.
if (french)
{
// "items"
if (netgame && !deathmatch)
items = W_CacheLumpName("WIOBJ", PU_STATIC);
else
items = W_CacheLumpName("WIOSTI", PU_STATIC);
} else
items = W_CacheLumpName("WIOSTI", PU_STATIC);
// "frgs"
frags = W_CacheLumpName("WIFRGS", PU_STATIC);
// ":"
colon = W_CacheLumpName("WICOLON", PU_STATIC);
// "time"
time = W_CacheLumpName("WITIME", PU_STATIC);
// "sucks"
sucks = W_CacheLumpName("WISUCKS", PU_STATIC);
// "par"
par = W_CacheLumpName("WIPAR", PU_STATIC);
// "killers" (vertical)
killers = W_CacheLumpName("WIKILRS", PU_STATIC);
// "victims" (horiz)
victims = W_CacheLumpName("WIVCTMS", PU_STATIC);
// "total"
total = W_CacheLumpName("WIMSTT", PU_STATIC);
// your face
star = W_CacheLumpName("STFST01", PU_STATIC);
// dead face
bstar = W_CacheLumpName("STFDEAD0", PU_STATIC);
for (i=0 ; i<MAXPLAYERS ; i++)
{
// "1,2,3,4"
sprintf(name, "STPB%d", i);
p[i] = W_CacheLumpName(name, PU_STATIC);
// "1,2,3,4"
sprintf(name, "WIBP%d", i+1);
bp[i] = W_CacheLumpName(name, PU_STATIC);
}
}
void WI_unloadData(void)
{
int i;
int j;
Z_ChangeTag(wiminus, PU_CACHE);
for (i=0 ; i<10 ; i++)
Z_ChangeTag(num[i], PU_CACHE);
if (gamemode == commercial)
{
for (i=0 ; i<NUMCMAPS ; i++)
Z_ChangeTag(lnames[i], PU_CACHE);
}
else
{
Z_ChangeTag(yah[0], PU_CACHE);
Z_ChangeTag(yah[1], PU_CACHE);
Z_ChangeTag(splat, PU_CACHE);
for (i=0 ; i<NUMMAPS ; i++)
Z_ChangeTag(lnames[i], PU_CACHE);
if (wbs->epsd < 3)
{
for (j=0;j<NUMANIMS[wbs->epsd];j++)
{
if (wbs->epsd != 1 || j != 8)
for (i=0;i<anims[wbs->epsd][j].nanims;i++)
Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE);
}
}
}
Z_Free(lnames);
Z_ChangeTag(percent, PU_CACHE);
Z_ChangeTag(colon, PU_CACHE);
Z_ChangeTag(finished, PU_CACHE);
Z_ChangeTag(entering, PU_CACHE);
Z_ChangeTag(kills, PU_CACHE);
Z_ChangeTag(secret, PU_CACHE);
Z_ChangeTag(sp_secret, PU_CACHE);
Z_ChangeTag(items, PU_CACHE);
Z_ChangeTag(frags, PU_CACHE);
Z_ChangeTag(time, PU_CACHE);
Z_ChangeTag(sucks, PU_CACHE);
Z_ChangeTag(par, PU_CACHE);
Z_ChangeTag(victims, PU_CACHE);
Z_ChangeTag(killers, PU_CACHE);
Z_ChangeTag(total, PU_CACHE);
// Z_ChangeTag(star, PU_CACHE);
// Z_ChangeTag(bstar, PU_CACHE);
for (i=0 ; i<MAXPLAYERS ; i++)
Z_ChangeTag(p[i], PU_CACHE);
for (i=0 ; i<MAXPLAYERS ; i++)
Z_ChangeTag(bp[i], PU_CACHE);
}
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();
}