0345dadebf
Also now has working input (although not perfect) - Needs mouse or touch. Also now supports screen size doubling when the screen is significantly larger than doom's screen.
1851 lines
33 KiB
C
1851 lines
33 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Intermission screens.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: wi_stuff.c,v 1.7 1997/02/03 22:45:13 b1 Exp $";
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#include <stdio.h>
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#include "z_zone.h"
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#include "m_random.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "s_sound.h"
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#include "doomstat.h"
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// Data.
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#include "sounds.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "wi_stuff.h"
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//
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// Data needed to add patches to full screen intermission pics.
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// Patches are statistics messages, and animations.
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// Loads of by-pixel layout and placement, offsets etc.
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//
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//
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// Different vetween registered DOOM (1994) and
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// Ultimate DOOM - Final edition (retail, 1995?).
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// This is supposedly ignored for commercial
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// release (aka DOOM II), which had 34 maps
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// in one episode. So there.
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#define NUMEPISODES 4
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#define NUMMAPS 9
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// in tics
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//U #define PAUSELEN (TICRATE*2)
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//U #define SCORESTEP 100
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//U #define ANIMPERIOD 32
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// pixel distance from "(YOU)" to "PLAYER N"
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//U #define STARDIST 10
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//U #define WK 1
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// GLOBAL LOCATIONS
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#define WI_TITLEY 2
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#define WI_SPACINGY 33
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// SINGPLE-PLAYER STUFF
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#define SP_STATSX 50
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#define SP_STATSY 50
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#define SP_TIMEX 16
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#define SP_TIMEY (SCREENHEIGHT-32)
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// NET GAME STUFF
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#define NG_STATSY 50
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#define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags)
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#define NG_SPACINGX 64
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// DEATHMATCH STUFF
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#define DM_MATRIXX 42
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#define DM_MATRIXY 68
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#define DM_SPACINGX 40
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#define DM_TOTALSX 269
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#define DM_KILLERSX 10
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#define DM_KILLERSY 100
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#define DM_VICTIMSX 5
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#define DM_VICTIMSY 50
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typedef enum
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{
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ANIM_ALWAYS,
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ANIM_RANDOM,
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ANIM_LEVEL
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} animenum_t;
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typedef struct
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{
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int x;
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int y;
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} point_t;
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//
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// Animation.
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// There is another anim_t used in p_spec.
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//
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typedef struct
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{
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animenum_t type;
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// period in tics between animations
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int period;
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// number of animation frames
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int nanims;
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// location of animation
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point_t loc;
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// ALWAYS: n/a,
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// RANDOM: period deviation (<256),
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// LEVEL: level
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int data1;
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// ALWAYS: n/a,
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// RANDOM: random base period,
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// LEVEL: n/a
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int data2;
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// actual graphics for frames of animations
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patch_t* p[3];
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// following must be initialized to zero before use!
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// next value of bcnt (used in conjunction with period)
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int nexttic;
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// last drawn animation frame
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int lastdrawn;
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// next frame number to animate
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int ctr;
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// used by RANDOM and LEVEL when animating
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int state;
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} anim_t;
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static point_t lnodes[NUMEPISODES][NUMMAPS] =
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{
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// Episode 0 World Map
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{
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{ 185, 164 }, // location of level 0 (CJ)
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{ 148, 143 }, // location of level 1 (CJ)
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{ 69, 122 }, // location of level 2 (CJ)
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{ 209, 102 }, // location of level 3 (CJ)
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{ 116, 89 }, // location of level 4 (CJ)
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{ 166, 55 }, // location of level 5 (CJ)
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{ 71, 56 }, // location of level 6 (CJ)
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{ 135, 29 }, // location of level 7 (CJ)
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{ 71, 24 } // location of level 8 (CJ)
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},
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// Episode 1 World Map should go here
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{
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{ 254, 25 }, // location of level 0 (CJ)
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{ 97, 50 }, // location of level 1 (CJ)
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{ 188, 64 }, // location of level 2 (CJ)
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{ 128, 78 }, // location of level 3 (CJ)
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{ 214, 92 }, // location of level 4 (CJ)
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{ 133, 130 }, // location of level 5 (CJ)
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{ 208, 136 }, // location of level 6 (CJ)
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{ 148, 140 }, // location of level 7 (CJ)
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{ 235, 158 } // location of level 8 (CJ)
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},
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// Episode 2 World Map should go here
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{
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{ 156, 168 }, // location of level 0 (CJ)
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{ 48, 154 }, // location of level 1 (CJ)
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{ 174, 95 }, // location of level 2 (CJ)
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{ 265, 75 }, // location of level 3 (CJ)
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{ 130, 48 }, // location of level 4 (CJ)
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{ 279, 23 }, // location of level 5 (CJ)
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{ 198, 48 }, // location of level 6 (CJ)
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{ 140, 25 }, // location of level 7 (CJ)
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{ 281, 136 } // location of level 8 (CJ)
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}
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};
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//
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// Animation locations for episode 0 (1).
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// Using patches saves a lot of space,
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// as they replace 320x200 full screen frames.
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//
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static anim_t epsd0animinfo[] =
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{
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{ ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
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};
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static anim_t epsd1animinfo[] =
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{
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
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{ ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
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{ ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
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};
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static anim_t epsd2animinfo[] =
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{
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{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
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{ ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
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{ ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
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};
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static int NUMANIMS[NUMEPISODES] =
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{
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sizeof(epsd0animinfo)/sizeof(anim_t),
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sizeof(epsd1animinfo)/sizeof(anim_t),
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sizeof(epsd2animinfo)/sizeof(anim_t)
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};
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static anim_t *anims[NUMEPISODES] =
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{
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epsd0animinfo,
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epsd1animinfo,
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epsd2animinfo
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};
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//
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// GENERAL DATA
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//
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//
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// Locally used stuff.
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//
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#define FB 0
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// States for single-player
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#define SP_KILLS 0
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#define SP_ITEMS 2
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#define SP_SECRET 4
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#define SP_FRAGS 6
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#define SP_TIME 8
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#define SP_PAR ST_TIME
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#define SP_PAUSE 1
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// in seconds
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#define SHOWNEXTLOCDELAY 4
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//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
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// used to accelerate or skip a stage
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static int acceleratestage;
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// wbs->pnum
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static int me;
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// specifies current state
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static stateenum_t state;
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// contains information passed into intermission
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static wbstartstruct_t* wbs;
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static wbplayerstruct_t* plrs; // wbs->plyr[]
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// used for general timing
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static int cnt;
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// used for timing of background animation
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static int bcnt;
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// signals to refresh everything for one frame
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static int firstrefresh;
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static int cnt_kills[MAXPLAYERS];
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static int cnt_items[MAXPLAYERS];
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static int cnt_secret[MAXPLAYERS];
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static int cnt_time;
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static int cnt_par;
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static int cnt_pause;
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// # of commercial levels
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static int NUMCMAPS;
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//
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// GRAPHICS
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//
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// background (map of levels).
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static patch_t* bg;
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// You Are Here graphic
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static patch_t* yah[2];
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// splat
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static patch_t* splat;
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// %, : graphics
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static patch_t* percent;
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static patch_t* colon;
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// 0-9 graphic
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static patch_t* num[10];
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// minus sign
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static patch_t* wiminus;
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// "Finished!" graphics
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static patch_t* finished;
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// "Entering" graphic
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static patch_t* entering;
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// "secret"
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static patch_t* sp_secret;
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// "Kills", "Scrt", "Items", "Frags"
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static patch_t* kills;
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static patch_t* secret;
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static patch_t* items;
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static patch_t* frags;
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// Time sucks.
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static patch_t* time;
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static patch_t* par;
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static patch_t* sucks;
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// "killers", "victims"
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static patch_t* killers;
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static patch_t* victims;
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// "Total", your face, your dead face
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static patch_t* total;
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static patch_t* star;
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static patch_t* bstar;
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// "red P[1..MAXPLAYERS]"
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static patch_t* p[MAXPLAYERS];
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// "gray P[1..MAXPLAYERS]"
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static patch_t* bp[MAXPLAYERS];
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// Name graphics of each level (centered)
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static patch_t** lnames;
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//
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// CODE
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//
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// slam background
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// UNUSED static unsigned char *background=0;
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void WI_slamBackground(void)
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{
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memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT);
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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}
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// The ticker is used to detect keys
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// because of timing issues in netgames.
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boolean WI_Responder(event_t* ev)
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{
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return false;
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}
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// Draws "<Levelname> Finished!"
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void WI_drawLF(void)
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{
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int y = WI_TITLEY;
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// draw <LevelName>
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V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
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y, FB, lnames[wbs->last]);
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// draw "Finished!"
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y += (5*SHORT(lnames[wbs->last]->height))/4;
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V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
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y, FB, finished);
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}
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// Draws "Entering <LevelName>"
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void WI_drawEL(void)
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{
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int y = WI_TITLEY;
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// draw "Entering"
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V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
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y, FB, entering);
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// draw level
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y += (5*SHORT(lnames[wbs->next]->height))/4;
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V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
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y, FB, lnames[wbs->next]);
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}
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void
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WI_drawOnLnode
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( int n,
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patch_t* c[] )
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{
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int i;
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int left;
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int top;
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int right;
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int bottom;
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boolean fits = false;
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i = 0;
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do
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{
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left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
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top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
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right = left + SHORT(c[i]->width);
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bottom = top + SHORT(c[i]->height);
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if (left >= 0
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&& right < SCREENWIDTH
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&& top >= 0
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&& bottom < SCREENHEIGHT)
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{
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fits = true;
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}
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else
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{
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i++;
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}
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} while (!fits && i!=2);
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if (fits && i<2)
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{
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V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
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FB, c[i]);
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}
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else
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{
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// DEBUG
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I_printf("Could not place patch on level %d", n+1);
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}
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}
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void WI_initAnimatedBack(void)
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{
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int i;
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anim_t* a;
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if (gamemode == commercial)
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return;
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if (wbs->epsd > 2)
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return;
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for (i=0;i<NUMANIMS[wbs->epsd];i++)
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{
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a = &anims[wbs->epsd][i];
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// init variables
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a->ctr = -1;
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// specify the next time to draw it
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if (a->type == ANIM_ALWAYS)
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a->nexttic = bcnt + 1 + (M_Random()%a->period);
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else if (a->type == ANIM_RANDOM)
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a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
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else if (a->type == ANIM_LEVEL)
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a->nexttic = bcnt + 1;
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}
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}
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void WI_updateAnimatedBack(void)
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{
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int i;
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anim_t* a;
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if (gamemode == commercial)
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return;
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if (wbs->epsd > 2)
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return;
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for (i=0;i<NUMANIMS[wbs->epsd];i++)
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{
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a = &anims[wbs->epsd][i];
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if (bcnt == a->nexttic)
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{
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switch (a->type)
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{
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case ANIM_ALWAYS:
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if (++a->ctr >= a->nanims) a->ctr = 0;
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a->nexttic = bcnt + a->period;
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break;
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case ANIM_RANDOM:
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a->ctr++;
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if (a->ctr == a->nanims)
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{
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a->ctr = -1;
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a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
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}
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else a->nexttic = bcnt + a->period;
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break;
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case ANIM_LEVEL:
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// gawd-awful hack for level anims
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if (!(state == StatCount && i == 7)
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&& wbs->next == a->data1)
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{
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a->ctr++;
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if (a->ctr == a->nanims) a->ctr--;
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a->nexttic = bcnt + a->period;
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}
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break;
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}
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}
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}
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}
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void WI_drawAnimatedBack(void)
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{
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int i;
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anim_t* a;
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|
|
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
|
|
I_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++)
|
|
{
|
|
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++)
|
|
{
|
|
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
|
|
I_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
|
|
I_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"
|
|
I_sprintf(name, "STPB%d", i);
|
|
p[i] = W_CacheLumpName(name, PU_STATIC);
|
|
|
|
// "1,2,3,4"
|
|
I_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();
|
|
}
|