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authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/wi_stuff.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (diff)
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Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/wi_stuff.c')
-rw-r--r--apps/plugins/doom/wi_stuff.c1989
1 files changed, 1989 insertions, 0 deletions
diff --git a/apps/plugins/doom/wi_stuff.c b/apps/plugins/doom/wi_stuff.c
new file mode 100644
index 0000000..3d14d08
--- /dev/null
+++ b/apps/plugins/doom/wi_stuff.c
@@ -0,0 +1,1989 @@
+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * 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 "doomstat.h"
+#include "m_random.h"
+#include "w_wad.h"
+#include "g_game.h"
+#include "r_main.h"
+#include "v_video.h"
+#include "wi_stuff.h"
+#include "s_sound.h"
+#include "sounds.h"
+#include "m_swap.h"
+#include "r_draw.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
+
+
+// Not used
+// 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
+
+// SINGLE-PLAYER STUFF
+#define SP_STATSX 50
+#define SP_STATSY 50
+
+#define SP_TIMEX 8
+// proff/nicolas 09/20/98 -- changed for hi-res
+#define SP_TIMEY 160
+//#define SP_TIMEY (SCREENHEIGHT-32)
+
+
+// NET GAME STUFF
+#define NG_STATSY 50
+#define NG_STATSX (32 + V_NamePatchWidth(star)/2 + 32*!dofrags)
+
+#define NG_SPACINGX 64
+
+
+// Used to display the frags matrix at endgame
+// 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
+
+
+// These animation variables, structures, etc. are used for the
+// DOOM/Ultimate DOOM intermission screen animations. This is
+// totally different from any sprite or texture/flat animations
+typedef enum
+{
+ ANIM_ALWAYS, // determined by patch entry
+ ANIM_RANDOM, // occasional
+ ANIM_LEVEL // continuous
+} animenum_t;
+
+typedef struct
+{
+ int x; // x/y coordinate pair structure
+ 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
+ * cphipps - const
+ */
+ const 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 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 }
+ };
+
+static anim_t epsd1animinfo[] =
+ {
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8, 0, { 0, 0, 0 }, 0, 0, 0, 0 }
+ };
+
+static anim_t epsd2animinfo[] =
+ {
+ { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 0 },
+ { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 }, 0, 0, { 0, 0, 0 }, 0, 0, 0, 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
+int acceleratestage; // killough 3/28/98: made global
+
+// 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_time;
+static int cnt_total_time;
+static int cnt_par;
+static int cnt_pause;
+
+
+//
+// GRAPHICS
+//
+
+// You Are Here graphic
+static const char* yah[2] = { "WIURH0", "WIURH1" };
+
+// splat
+static const char* splat = "WISPLAT";
+
+// %, : graphics
+static const char percent[] = {"WIPCNT"};
+static const char colon[] = {"WICOLON"};
+
+// 0-9 graphic
+static const patch_t * num[10];
+
+// minus sign
+static const char wiminus[] = {"WIMINUS"};
+
+// "Finished!" graphics
+static const char finished[] = {"WIF"};
+
+// "Entering" graphic
+static const char entering[] = {"WIENTER"};
+
+// "secret"
+static const char sp_secret[] = {"WISCRT2"};
+
+// "Kills", "Scrt", "Items", "Frags"
+static const char kills[] = {"WIOSTK"};
+static const char secret[] = {"WIOSTS"};
+static const char items[] = {"WIOSTI"};
+static const char frags[] = {"WIFRGS"};
+
+// Time sucks.
+static const char time1[] = {"WITIME"};
+static const char par[] = {"WIPAR"};
+static const char sucks[] = {"WISUCKS"};
+
+// "killers", "victims"
+static const char killers[] = {"WIKILRS"};
+static const char victims[] = {"WIVCTMS"};
+
+// "Total", your face, your dead face
+static const char total[] = {"WIMSTT"};
+static const char star[] = {"STFST01"};
+static const char bstar[] = {"STFDEAD0"};
+
+// "red P[1..MAXPLAYERS]"
+static const char facebackp[] = {"STPB0"};
+
+
+//
+// CODE
+//
+
+static void WI_endDeathmatchStats(void);
+static void WI_endNetgameStats(void);
+void WI_unloadData(void);
+#define WI_endStats WI_endNetgameStats
+
+/* ====================================================================
+ * WI_levelNameLump
+ * Purpore: Returns the name of the graphic lump containing the name of
+ * the given level.
+ * Args: Episode and level, and buffer (must by 9 chars) to write to
+ * Returns: void
+ */
+void WI_levelNameLump(int epis, int map, char* buf, int bsize)
+{
+ if (gamemode == commercial) {
+ snprintf(buf, bsize,"CWILV%s%d",(map/10>0?"":"0"), map); //ANOTHER ROCKHACK "CWILV%2.2d"
+ //snprintf(buf,bsize, "CWILV%2.2d", map);
+ } else {
+ snprintf(buf,bsize, "WILV%d%d", epis, map);
+ }
+}
+
+// ====================================================================
+// WI_slamBackground
+// Purpose: Put the full-screen background up prior to patches
+// Args: none
+// Returns: void
+//
+static void WI_slamBackground(void)
+{
+ char name[9]; // limited to 8 characters
+
+ if (gamemode == commercial || (gamemode == retail && wbs->epsd == 3))
+ strcpy(name, "INTERPIC");
+ else
+ snprintf(name, sizeof(name), "WIMAP%d", wbs->epsd);
+
+ // background
+ V_DrawNamePatch(0, 0, FB, name, CR_DEFAULT, VPT_STRETCH);
+}
+
+// ====================================================================
+// WI_Responder
+// Purpose: Draw animations on intermission background screen
+// Args: ev -- event pointer, not actually used here.
+// Returns: False -- dummy routine
+//
+// The ticker is used to detect keys
+// because of timing issues in netgames.
+boolean WI_Responder(event_t* ev)
+{
+ (void)ev;
+ return false;
+}
+
+// ====================================================================
+// WI_drawLF
+// Purpose: Draw the "Finished" level name before showing stats
+// Args: none
+// Returns: void
+//
+void WI_drawLF(void)
+{
+ int y = WI_TITLEY;
+ char lname[9];
+
+ // draw <LevelName>
+ /* cph - get the graphic lump name and use it */
+ WI_levelNameLump(wbs->epsd, wbs->last, lname, sizeof(lname));
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y,
+ FB, lname, CR_DEFAULT, VPT_STRETCH);
+
+ // draw "Finished!"
+ y += (5*V_NamePatchHeight(lname))/4;
+
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch((320 - V_NamePatchWidth(finished))/2, y,
+ FB, finished, CR_DEFAULT, VPT_STRETCH);
+}
+
+// ====================================================================
+// WI_drawEL
+// Purpose: Draw introductory "Entering" and level name
+// Args: none
+// Returns: void
+//
+void WI_drawEL(void)
+{
+ int y = WI_TITLEY;
+ char lname[9];
+
+ /* cph - get the graphic lump name */
+ WI_levelNameLump(wbs->epsd, wbs->next, lname, sizeof(lname));
+
+ // draw "Entering"
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch((320 - V_NamePatchWidth(entering))/2,
+ y, FB, entering, CR_DEFAULT, VPT_STRETCH);
+
+ // draw level
+ y += (5*V_NamePatchHeight(lname))/4;
+
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch((320 - V_NamePatchWidth(lname))/2, y, FB,
+ lname, CR_DEFAULT, VPT_STRETCH);
+}
+
+
+/* ====================================================================
+ * WI_drawOnLnode
+ * Purpose: Draw patches at a location based on episode/map
+ * Args: n -- index to map# within episode
+ * c[] -- array of names of patches to be drawn
+ * Returns: void
+ */
+void
+WI_drawOnLnode // draw stuff at a location by episode/map#
+( int n,
+ const char* const c[] )
+{
+ int i;
+ boolean fits = false;
+
+ i = 0;
+ do
+ {
+ int left;
+ int top;
+ int right;
+ int bottom;
+ int lump = W_GetNumForName(c[i]);
+ const patch_t* p = W_CacheLumpNum(lump);
+
+ left = lnodes[wbs->epsd][n].x - SHORT(p->leftoffset);
+ top = lnodes[wbs->epsd][n].y - SHORT(p->topoffset);
+ right = left + SHORT(p->width);
+ bottom = top + SHORT(p->height);
+ W_UnlockLumpNum(lump);
+
+ if (left >= 0
+ && right < 320
+ && top >= 0
+ && bottom < 200)
+ {
+ fits = true;
+ }
+ else
+ {
+ i++;
+ }
+ } while (!fits && i!=2);
+
+ if (fits && i<2)
+ {
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
+ FB, c[i], CR_DEFAULT, VPT_STRETCH);
+ }
+ else
+ {
+ // DEBUG
+ //jff 8/3/98 use logical output routine
+ printf("Could not place patch on level %d", n+1);
+ }
+}
+
+
+// ====================================================================
+// WI_initAnimatedBack
+// Purpose: Initialize pointers and styles for background animation
+// Args: none
+// Returns: void
+//
+void WI_initAnimatedBack(void)
+{
+ int i;
+ anim_t* a;
+
+ if (gamemode == commercial) // no animation for DOOM2
+ 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;
+ }
+}
+
+
+// ====================================================================
+// WI_updateAnimatedBack
+// Purpose: Figure out what animation we do on this iteration
+// Args: none
+// Returns: void
+//
+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;
+ }
+ }
+ }
+}
+
+
+// ====================================================================
+// WI_drawAnimatedBack
+// Purpose: Actually do the animation (whew!)
+// Args: none
+// Returns: void
+//
+void WI_drawAnimatedBack(void)
+{
+ int i;
+ anim_t* a;
+
+ if (gamemode==commercial) //jff 4/25/98 Someone forgot commercial an enum
+ return;
+
+ if (wbs->epsd > 2)
+ return;
+
+ for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
+ {
+ a = &anims[wbs->epsd][i];
+
+ if (a->ctr >= 0)
+ // CPhipps - patch drawing updated
+ V_DrawMemPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr], CR_DEFAULT, VPT_STRETCH);
+ }
+}
+
+
+// ====================================================================
+// WI_drawNum
+// Purpose: Draws a number. If digits > 0, then use that many digits
+// minimum, otherwise only use as many as necessary
+// Args: x, y -- location
+// n -- the number to be drawn
+// digits -- number of digits minimum or zero
+// Returns: new x position after drawing (note we are going to the left)
+// CPhipps - static
+static 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;
+ // CPhipps - patch drawing updated
+ V_DrawMemPatch(x, y, FB, num[ n % 10 ], CR_DEFAULT, VPT_STRETCH);
+ n /= 10;
+ }
+
+ // draw a minus sign if necessary
+ if (neg)
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch(x-=8, y, FB, wiminus, CR_DEFAULT, VPT_STRETCH);
+
+ return x;
+}
+
+
+// ====================================================================
+// WI_drawPercent
+// Purpose: Draws a percentage, really just a call to WI_drawNum
+// after putting a percent sign out there
+// Args: x, y -- location
+// p -- the percentage value to be drawn, no negatives
+// Returns: void
+// CPhipps - static
+static void WI_drawPercent(int x, int y, int p)
+{
+ if (p < 0)
+ return;
+
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch(x, y, FB, percent, CR_DEFAULT, VPT_STRETCH);
+ WI_drawNum(x, y, p, -1);
+}
+
+
+// ====================================================================
+// WI_drawTime
+// Purpose: Draws the level completion time or par time, or "Sucks"
+// if 1 hour or more
+// Args: x, y -- location
+// t -- the time value to be drawn
+// Returns: void
+//
+// CPhipps - static
+// - largely rewritten to display hours and use slightly better algorithm
+
+static void WI_drawTime(int x, int y, int t)
+{
+ int n;
+
+ if (t<0)
+ return;
+
+ if (t < 100*60*60)
+ for(;;) {
+ n = t % 60;
+ t /= 60;
+ x = WI_drawNum(x, y, n, (t || n>9) ? 2 : 1) - V_NamePatchWidth(colon);
+
+ // draw
+ if (t)
+ // CPhipps - patch drawing updated
+ V_DrawNamePatch(x, y, FB, colon, CR_DEFAULT, VPT_STRETCH);
+ else break;
+ }
+ else // "sucks" (maybe should be "addicted", even I've never had a 100 hour game ;)
+ V_DrawNamePatch(x - V_NamePatchWidth(sucks),
+ y, FB, sucks, CR_DEFAULT, VPT_STRETCH);
+}
+
+
+// ====================================================================
+// WI_End
+// Purpose: Unloads data structures (inverse of WI_Start)
+// Args: none
+// Returns: void
+//
+void WI_End(void)
+{
+ WI_unloadData();
+
+ if (deathmatch)
+ WI_endDeathmatchStats();
+ else if (netgame)
+ WI_endNetgameStats();
+ else
+ WI_endStats();
+}
+
+
+// ====================================================================
+// WI_initNoState
+// Purpose: Clear state, ready for end of level activity
+// Args: none
+// Returns: void
+//
+void WI_initNoState(void)
+{
+ state = NoState;
+ acceleratestage = 0;
+ cnt = 10;
+}
+
+
+// ====================================================================
+// WI_drawTimeStats
+// Purpose: Put the times on the screen
+// Args: time, total time, par time, in seconds
+// Returns: void
+//
+// cph - pulled from WI_drawStats below
+
+static void WI_drawTimeStats(int cnt_time, int cnt_total_time, int cnt_par)
+{
+ V_DrawNamePatch(SP_TIMEX, SP_TIMEY, FB, time1, CR_DEFAULT, VPT_STRETCH);
+ WI_drawTime(320/2 - SP_TIMEX, SP_TIMEY, cnt_time);
+
+ V_DrawNamePatch(SP_TIMEX, (SP_TIMEY+200)/2, FB, total, CR_DEFAULT, VPT_STRETCH);
+ WI_drawTime(320/2 - SP_TIMEX, (SP_TIMEY+200)/2, cnt_total_time);
+
+ // Ty 04/11/98: redid logic: should skip only if with pwad but
+ // without deh patch
+ // killough 2/22/98: skip drawing par times on pwads
+ // Ty 03/17/98: unless pars changed with deh patch
+
+ if (!(modifiedgame)) //&& !deh_pars))
+ {
+ if (wbs->epsd < 3)
+ {
+ V_DrawNamePatch(320/2 + SP_TIMEX, SP_TIMEY, FB, par, CR_DEFAULT, VPT_STRETCH);
+ WI_drawTime(320 - SP_TIMEX, SP_TIMEY, cnt_par);
+ }
+ }
+}
+
+// ====================================================================
+// WI_updateNoState
+// Purpose: Cycle until end of level activity is done
+// Args: none
+// Returns: void
+//
+void WI_updateNoState(void)
+{
+
+ WI_updateAnimatedBack();
+
+ if (!--cnt)
+ G_WorldDone();
+}
+
+static boolean snl_pointeron = false;
+
+
+
+// ====================================================================
+// WI_initShowNextLoc
+// Purpose: Prepare to show the next level's location
+// Args: none
+// Returns: void
+//
+void WI_initShowNextLoc(void)
+{
+ if ((gamemode != commercial) && (gamemap == 8)) {
+ G_WorldDone();
+ return;
+ }
+
+ state = ShowNextLoc;
+ acceleratestage = 0;
+ cnt = SHOWNEXTLOCDELAY * TICRATE;
+
+ WI_initAnimatedBack();
+}
+
+// ====================================================================
+// WI_updateShowNextLoc
+// Purpose: Prepare to show the next level's location
+// Args: none
+// Returns: void
+//
+void WI_updateShowNextLoc(void)
+{
+ WI_updateAnimatedBack();
+
+ if (!--cnt || acceleratestage)
+ WI_initNoState();
+ else
+ snl_pointeron = (cnt & 31) < 20;
+}
+
+
+// ====================================================================
+// WI_drawShowNextLoc
+// Purpose: Show the next level's location on animated backgrounds
+// Args: none
+// Returns: void
+//
+void WI_drawShowNextLoc(void)
+{
+ int i;
+ int last;
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+
+ if ( gamemode != commercial)
+ {
+ if (wbs->epsd > 2)
+ {
+ WI_drawEL(); // "Entering..." if not E1 or E2
+ 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) // check for MAP30 end game
+ WI_drawEL();
+}
+
+// ====================================================================
+// WI_drawNoState
+// Purpose: Draw the pointer and next location
+// Args: none
+// Returns: void
+//
+void WI_drawNoState(void)
+{
+ snl_pointeron = true;
+ WI_drawShowNextLoc();
+}
+
+
+// ====================================================================
+// WI_fragSum
+// Purpose: Calculate frags for this player based on the current totals
+// of all the other players. Subtract self-frags.
+// Args: playernum -- the player to be calculated
+// Returns: the total frags for this player
+//
+int WI_fragSum(int playernum)
+{
+ int i;
+ int frags = 0;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i] // is this player playing?
+ && i!=playernum) // and it's not the player we're calculating
+ {
+ frags += plrs[playernum].frags[i];
+ }
+ }
+
+
+ // JDC hack - negative frags.
+ frags -= plrs[playernum].frags[playernum];
+
+ return frags;
+}
+
+
+static int dm_state;
+// CPhipps - short, dynamically allocated
+static short int **dm_frags; // frags matrix
+static short int *dm_totals; // totals by player
+
+// ====================================================================
+// WI_initDeathmatchStats
+// Purpose: Set up to display DM stats at end of level. Calculate
+// frags for all players.
+// Args: none
+// Returns: void
+//
+void WI_initDeathmatchStats(void)
+{
+ int i; // looping variables
+
+ // CPhipps - allocate data structures needed
+ dm_frags = calloc(MAXPLAYERS, sizeof(*dm_frags));
+ dm_totals = calloc(MAXPLAYERS, sizeof(*dm_totals));
+
+ state = StatCount; // We're doing stats
+ acceleratestage = 0;
+ dm_state = 1; // count how many times we've done a complete stat
+
+ cnt_pause = TICRATE;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i])
+ {
+ // CPhipps - allocate frags line
+ dm_frags[i] = calloc(MAXPLAYERS, sizeof(**dm_frags)); // set all counts to zero
+
+ dm_totals[i] = 0;
+ }
+ }
+ WI_initAnimatedBack();
+}
+
+
+// ====================================================================
+// CPhipps - WI_endDeathmatchStats
+// Purpose: Deallocate dynamically allocated DM stats data
+// Args: none
+// Returns: void
+//
+
+void WI_endDeathmatchStats(void)
+{
+ int i;
+ for (i=0; i<MAXPLAYERS; i++)
+ free(dm_frags[i]);
+
+ free(dm_frags); free(dm_totals);
+}
+
+// ====================================================================
+// WI_updateDeathmatchStats
+// Purpose: Advance Deathmatch stats screen animation. Calculate
+// frags for all players. Lots of noise and drama around
+// the presentation.
+// Args: none
+// Returns: void
+//
+void WI_updateDeathmatchStats(void)
+{
+ int i;
+ int j;
+
+ boolean stillticking;
+
+ WI_updateAnimatedBack();
+
+ if (acceleratestage && dm_state != 4) // still ticking
+ {
+ 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); // bang
+ dm_state = 4; // we're done with all 4 (or all we have to do)
+ }
+
+
+ if (dm_state == 2)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol); // noise while counting
+
+ 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] > 999) // Ty 03/17/98 3-digit frag count
+ dm_frags[i][j] = 999;
+
+ if (dm_frags[i][j] < -999)
+ dm_frags[i][j] = -999;
+
+ stillticking = true;
+ }
+ }
+ dm_totals[i] = WI_fragSum(i);
+
+ if (dm_totals[i] > 999)
+ dm_totals[i] = 999;
+
+ if (dm_totals[i] < -999)
+ dm_totals[i] = -999; // Ty 03/17/98 end 3-digit frag count
+ }
+ }
+
+ 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;
+ }
+ }
+}
+
+
+// ====================================================================
+// WI_drawDeathmatchStats
+// Purpose: Draw the stats on the screen in a matrix
+// Args: none
+// Returns: void
+//
+// proff/nicolas 09/20/98 -- changed for hi-res
+// CPhipps - patch drawing updated
+void WI_drawDeathmatchStats(void)
+{
+ int i;
+ int j;
+ int x;
+ int y;
+ int w;
+
+ int lh; // line height
+ int halfface = V_NamePatchWidth(facebackp)/2;
+
+ lh = WI_SPACINGY;
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+ WI_drawLF();
+
+ // draw stat titles (top line)
+ V_DrawNamePatch(DM_TOTALSX-V_NamePatchWidth(total)/2,
+ DM_MATRIXY-WI_SPACINGY+10, FB, total, CR_DEFAULT, VPT_STRETCH);
+
+ V_DrawNamePatch(DM_KILLERSX, DM_KILLERSY, FB, killers, CR_DEFAULT, VPT_STRETCH);
+ V_DrawNamePatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims, CR_DEFAULT, VPT_STRETCH);
+
+ // draw P?
+ x = DM_MATRIXX + DM_SPACINGX;
+ y = DM_MATRIXY;
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ if (playeringame[i]) {
+ //int trans = playernumtotrans[i];
+ V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
+ FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
+ VPT_STRETCH | (i ? VPT_TRANS : 0));
+ V_DrawNamePatch(DM_MATRIXX-halfface, y,
+ FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT,
+ VPT_STRETCH | (i ? VPT_TRANS : 0));
+
+ if (i == me)
+ {
+ V_DrawNamePatch(x-halfface, DM_MATRIXY - WI_SPACINGY,
+ FB, bstar, CR_DEFAULT, VPT_STRETCH);
+ V_DrawNamePatch(DM_MATRIXX-halfface, y,
+ FB, star, CR_DEFAULT, VPT_STRETCH);
+ }
+ }
+ 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;
+ }
+}
+
+
+//
+// Note: The term "Netgame" means a coop game
+//
+static short *cnt_kills;
+static short *cnt_items;
+static short *cnt_secret;
+static short *cnt_frags;
+static int dofrags;
+static int ng_state;
+
+// ====================================================================
+// CPhipps - WI_endNetgameStats
+// Purpose: Clean up coop game stats
+// Args: none
+// Returns: void
+//
+static void WI_endNetgameStats(void)
+{
+ free(cnt_frags);
+ free(cnt_secret);
+ free(cnt_items);
+ free(cnt_kills);
+}
+
+// ====================================================================
+// WI_initNetgameStats
+// Purpose: Prepare for coop game stats
+// Args: none
+// Returns: void
+//
+void WI_initNetgameStats(void)
+{
+ int i;
+
+ state = StatCount;
+ acceleratestage = 0;
+ ng_state = 1;
+
+ cnt_pause = TICRATE;
+
+ // CPhipps - allocate these dynamically, blank with calloc
+ cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills));
+ cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items));
+ cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret));
+ cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags));
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ if (playeringame[i])
+ dofrags += WI_fragSum(i);
+
+ dofrags = !!dofrags; // set to true or false - did we have frags?
+
+ WI_initAnimatedBack();
+}
+
+
+// ====================================================================
+// WI_updateNetgameStats
+// Purpose: Calculate coop stats as we display them with noise and fury
+// Args: none
+// Returns: void
+// Comment: This stuff sure is complicated for what it does
+//
+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;
+
+ // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
+ cnt_secret[i] = wbs->maxsecret ?
+ (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
+ if (dofrags)
+ cnt_frags[i] = WI_fragSum(i); // we had frags
+ }
+ S_StartSound(0, sfx_barexp); // bang
+ ng_state = 10;
+ }
+
+ if (ng_state == 2)
+ {
+ if (!(bcnt&3))
+ S_StartSound(0, sfx_pistol); // pop
+
+ 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; // still got stuff to tally
+ }
+
+ 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;
+
+ // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
+
+ if (cnt_secret[i] >= (wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : compatibility_level < lxdoom_1_compatibility ? 0 : 100))
+ cnt_secret[i] = wbs->maxsecret ? (plrs[i].ssecret * 100) / wbs->maxsecret : 100;
+ 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;
+ }
+ }
+}
+
+
+// ====================================================================
+// WI_drawNetgameStats
+// Purpose: Put the coop stats on the screen
+// Args: none
+// Returns: void
+//
+// proff/nicolas 09/20/98 -- changed for hi-res
+// CPhipps - patch drawing updated
+void WI_drawNetgameStats(void)
+{
+ int i;
+ int x;
+ int y;
+ int pwidth = V_NamePatchWidth(percent);
+ int fwidth = V_NamePatchWidth(facebackp);
+
+ WI_slamBackground();
+
+ // draw animated background
+ WI_drawAnimatedBack();
+
+ WI_drawLF();
+
+ // draw stat titles (top line)
+ V_DrawNamePatch(NG_STATSX+NG_SPACINGX-V_NamePatchWidth(kills),
+ NG_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
+
+ V_DrawNamePatch(NG_STATSX+2*NG_SPACINGX-V_NamePatchWidth(items),
+ NG_STATSY, FB, items, CR_DEFAULT, VPT_STRETCH);
+
+ V_DrawNamePatch(NG_STATSX+3*NG_SPACINGX-V_NamePatchWidth(secret),
+ NG_STATSY, FB, secret, CR_DEFAULT, VPT_STRETCH);
+
+ if (dofrags)
+ V_DrawNamePatch(NG_STATSX+4*NG_SPACINGX-V_NamePatchWidth(frags),
+ NG_STATSY, FB, frags, CR_DEFAULT, VPT_STRETCH);
+
+ // draw stats
+ y = NG_STATSY + V_NamePatchHeight(kills);
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ //int trans = playernumtotrans[i];
+ if (!playeringame[i])
+ continue;
+
+ x = NG_STATSX;
+ V_DrawNamePatch(x-fwidth, y, FB, facebackp,
+ i ? CR_LIMIT+i : CR_DEFAULT,
+ VPT_STRETCH | (i ? VPT_TRANS : 0));
+
+ if (i == me)
+ V_DrawNamePatch(x-fwidth, y, FB, star, CR_DEFAULT, VPT_STRETCH);
+
+ 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;
+ }
+
+ if (y <= SP_TIMEY)
+ // cph - show times in coop on the entering screen
+ WI_drawTimeStats(plrs[me].stime / TICRATE, wbs->totaltimes / TICRATE, wbs->partime / TICRATE);
+}
+
+static int sp_state;
+
+// ====================================================================
+// WI_initStats
+// Purpose: Get ready for single player stats
+// Args: none
+// Returns: void
+// Comment: Seems like we could do all these stats in a more generic
+// set of routines that weren't duplicated for dm, coop, sp
+//
+void WI_initStats(void)
+{
+ state = StatCount;
+ acceleratestage = 0;
+ sp_state = 1;
+
+ // CPhipps - allocate (awful code, I know, but saves changing it all) and initialise
+ *(cnt_kills = malloc(sizeof(*cnt_kills))) =
+ *(cnt_items = malloc(sizeof(*cnt_items))) =
+ *(cnt_secret= malloc(sizeof(*cnt_secret))) = -1;
+ cnt_time = cnt_par = cnt_total_time = -1;
+ cnt_pause = TICRATE;
+
+ WI_initAnimatedBack();
+}
+
+// ====================================================================
+// WI_updateStats
+// Purpose: Calculate solo stats
+// Args: none
+// Returns: void
+//
+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;
+
+ // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
+ cnt_secret[0] = (wbs->maxsecret ?
+ (plrs[me].ssecret * 100) / wbs->maxsecret : 100);
+
+ cnt_total_time = wbs->totaltimes / TICRATE;
+ 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);
+
+ // killough 2/22/98: Make secrets = 100% if maxsecret = 0:
+ if ((!wbs->maxsecret && compatibility_level < lxdoom_1_compatibility) ||
+ cnt_secret[0] >= (wbs->maxsecret ?
+ (plrs[me].ssecret * 100) / wbs->maxsecret : 100))
+ {
+ cnt_secret[0] = (wbs->maxsecret ?
+ (plrs[me].ssecret * 100) / wbs->maxsecret : 100);
+ 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_total_time += 3;
+
+ if (cnt_total_time >= wbs->totaltimes / TICRATE)
+ cnt_total_time = wbs->totaltimes / TICRATE;
+
+ cnt_par += 3;
+
+ if (cnt_par >= wbs->partime / TICRATE)
+ {
+ cnt_par = wbs->partime / TICRATE;
+
+ if ((cnt_time >= plrs[me].stime / TICRATE) && (compatibility_level < lxdoom_1_compatibility || cnt_total_time >= wbs->totaltimes / 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;
+ }
+ }
+}
+
+
+// ====================================================================
+// WI_drawStats
+// Purpose: Put the solo stats on the screen
+// Args: none
+// Returns: void
+//
+// proff/nicolas 09/20/98 -- changed for hi-res
+// CPhipps - patch drawing updated
+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_DrawNamePatch(SP_STATSX, SP_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH);
+ WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0]);
+
+ V_DrawNamePatch(SP_STATSX, SP_STATSY+lh, FB, items, CR_DEFAULT, VPT_STRETCH);
+ WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
+
+ V_DrawNamePatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret, CR_DEFAULT, VPT_STRETCH);
+ WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
+
+ WI_drawTimeStats(cnt_time, cnt_total_time, cnt_par);
+}
+
+// ====================================================================
+// WI_checkForAccelerate
+// Purpose: See if the player has hit either the attack or use key
+// or mouse button. If so we set acceleratestage to 1 and
+// all those display routines above jump right to the end.
+// Args: none
+// Returns: void
+//
+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;
+ }
+ }
+}
+
+// ====================================================================
+// WI_Ticker
+// Purpose: Do various updates every gametic, for stats, animation,
+// checking that intermission music is running, etc.
+// Args: none
+// Returns: void
+//
+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;
+ }
+}
+
+/* ====================================================================
+ * WI_loadData
+ * Purpose: Initialize intermission data such as background graphics,
+ * patches, map names, etc.
+ * Args: none
+ * Returns: void
+ *
+ * CPhipps - modified for new wad lump handling.
+ * - no longer preload most graphics, other funcs can use
+ * them by name
+ */
+
+void WI_loadData(void)
+{
+ int i;
+ int j;
+ char name[9]; // limited to 8 characters
+ anim_t* a;
+
+ if (gamemode != commercial)
+ {
+ 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
+ snprintf(name, sizeof(name),"WIA%d%s%d%s%d", wbs->epsd, (j/10>0?"":"0"), j,(i/10>0?"":"0"), i); //ANOTHER ROCKHACK
+ //snprintf(name, sizeof(name),"WIA%d%.2d%.2d", wbs->epsd, j, i);
+ a->p[i] = W_CacheLumpName(name);
+ }
+ else
+ {
+ // HACK ALERT!
+ a->p[i] = anims[1][4].p[i];
+ }
+ }
+ }
+ }
+ }
+
+ for (i=0;i<10;i++)
+ {
+ // numbers 0-9
+ snprintf(name,sizeof(name),"WINUM%d", i);
+ num[i] = W_CacheLumpName(name);
+ }
+}
+
+// ====================================================================
+// WI_unloadData
+// Purpose: Free up the space allocated during WI_loadData
+// Args: none
+// Returns: void
+//
+// CPhipps - reverse of WI_loadData, goes through the same lumps, but unlocking
+void WI_unloadData(void)
+{
+ int i,j;
+ char name[9]; // limited to 8 characters
+
+ // cph - unlock gamemode dependent stuff here
+ if (gamemode != commercial) {
+ if (wbs->epsd < 3) {
+ for (j=0;j<NUMANIMS[wbs->epsd];j++) {
+ anim_t* a = &anims[wbs->epsd][j];
+ for (i=0; i<a->nanims; i++) {
+ // MONDO HACK!
+ if (wbs->epsd != 1 || j != 8) {
+ // animations
+ snprintf(name, sizeof(name),"WIA%d%s%d%s%d", wbs->epsd, (j/10>0?"":"0"), j,(i/10>0?"":"0"), i); //ANOTHER ROCKHACK
+ //snprintf(name,sizeof(name), "WIA%d%.2d%.2d", wbs->epsd, j, i);
+ W_UnlockLumpName(name);
+ }
+ }
+ }
+ }
+ }
+
+ for (i=0;i<10;i++) {
+ // numbers 0-9
+ snprintf(name, sizeof(name),"WINUM%d", i);
+ W_UnlockLumpName(name);
+ }
+}
+
+
+// ====================================================================
+// WI_Drawer
+// Purpose: Call the appropriate stats drawing routine depending on
+// what kind of game is being played (DM, coop, solo)
+// Args: none
+// Returns: void
+//
+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;
+ }
+}
+
+// ====================================================================
+// WI_initVariables
+// Purpose: Initialize the intermission information structure
+// Note: wbstartstruct_t is defined in d_player.h
+// Args: wbstartstruct -- pointer to the structure with the data
+// Returns: void
+//
+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; // probably only useful in MAP30
+
+ if (!wbs->maxitems)
+ wbs->maxitems = 1;
+
+ if ( gamemode != retail )
+ if (wbs->epsd > 2)
+ wbs->epsd -= 3;
+}
+
+// ====================================================================
+// WI_Start
+// Purpose: Call the various init routines
+// Note: wbstartstruct_t is defined in d_player.h
+// Args: wbstartstruct -- pointer to the structure with the
+// intermission data
+// Returns: void
+//
+void WI_Start(wbstartstruct_t* wbstartstruct)
+{
+ WI_initVariables(wbstartstruct);
+ WI_loadData();
+
+ if (deathmatch)
+ WI_initDeathmatchStats();
+ else if (netgame)
+ WI_initNetgameStats();
+ else
+ WI_initStats();
+}