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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2006 Bob Jenkins
 * http://burtleburtle.net/bob/c/lookup3.c
 *
 * 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 software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/
/*
lookup3.c, by Bob Jenkins, May 2006, Public Domain.

These are functions for producing 32-bit hashes for hash table lookup.
hashword(), hashlittle(), hashlittle2(), hashbig(), mix(), and final() 
are externally useful functions.  Routines to test the hash are included 
if SELF_TEST is defined.  You can use this free for any purpose.  It's in
the public domain.  It has no warranty.

You probably want to use hashlittle().  hashlittle() and hashbig()
hash byte arrays.  hashlittle() is is faster than hashbig() on
little-endian machines.  Intel and AMD are little-endian machines.
On second thought, you probably want hashlittle2(), which is identical to
hashlittle() except it returns two 32-bit hashes for the price of one.  
You could implement hashbig2() if you wanted but I haven't bothered here.

If you want to find a hash of, say, exactly 7 integers, do
a = i1;  b = i2;  c = i3;
mix(a,b,c);
a += i4; b += i5; c += i6;
mix(a,b,c);
a += i7;
final(a,b,c);
then use c as the hash value.  If you have a variable length array of
4-byte integers to hash, use hashword().  If you have a byte array (like
a character string), use hashlittle().  If you have several byte arrays, or
a mix of things, see the comments above hashlittle().  

Why is this so big?  I read 12 bytes at a time into 3 4-byte integers, 
then mix those integers.  This is fast (you can do a lot more thorough
mixing with 12*3 instructions on 3 integers than you can with 3 instructions
on 1 byte), but shoehorning those bytes into integers efficiently is messy.
*/

#include "jhash.h"

/*
* My best guess at if you are big-endian or little-endian.  This may
* need adjustment.
*/
#if defined(ROCKBOX_LITTLE_ENDIAN)
# define HASH_LITTLE_ENDIAN 1
# define HASH_BIG_ENDIAN 0
#elif defined(ROCKBOX_BIG_ENDIAN)
# define HASH_LITTLE_ENDIAN 0
# define HASH_BIG_ENDIAN 1
#else
# define HASH_LITTLE_ENDIAN 0
# define HASH_BIG_ENDIAN 0
#endif

#define hashsize(n) ((uint32_t)1<<(n))
#define hashmask(n) (hashsize(n)-1)
#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))

/*

mix -- mix 3 32-bit values reversibly.

This is reversible, so any information in (a,b,c) before mix() is
still in (a,b,c) after mix().

If four pairs of (a,b,c) inputs are run through mix(), or through
mix() in reverse, there are at least 32 bits of the output that
are sometimes the same for one pair and different for another pair.
This was tested for:
* pairs that differed by one bit, by two bits, in any combination
  of top bits of (a,b,c), or in any combination of bottom bits of
  (a,b,c).
* "differ" is defined as +, -, ^, or ~^.  For + and -, I transformed
  the output delta to a Gray code (a^(a>>1)) so a string of 1's (as
  is commonly produced by subtraction) look like a single 1-bit
  difference.
* the base values were pseudorandom, all zero but one bit set, or 
  all zero plus a counter that starts at zero.

Some k values for my "a-=c; a^=rot(c,k); c+=b;" arrangement that
satisfy this are
  4  6  8 16 19  4
  9 15  3 18 27 15
 14  9  3  7 17  3
Well, "9 15 3 18 27 15" didn't quite get 32 bits diffing
for "differ" defined as + with a one-bit base and a two-bit delta.  I
used http://burtleburtle.net/bob/hash/avalanche.html to choose 
the operations, constants, and arrangements of the variables.

This does not achieve avalanche.  There are input bits of (a,b,c)
that fail to affect some output bits of (a,b,c), especially of a.  The
most thoroughly mixed value is c, but it doesn't really even achieve
avalanche in c.

This allows some parallelism.  Read-after-writes are good at doubling
the number of bits affected, so the goal of mixing pulls in the opposite
direction as the goal of parallelism.  I did what I could.  Rotates
seem to cost as much as shifts on every machine I could lay my hands
on, and rotates are much kinder to the top and bottom bits, so I used
rotates.
*/
#define mix(a,b,c) \
{ \
    a -= c;  a ^= rot(c, 4);  c += b; \
    b -= a;  b ^= rot(a, 6);  a += c; \
    c -= b;  c ^= rot(b, 8);  b += a; \
    a -= c;  a ^= rot(c,16);  c += b; \
    b -= a;  b ^= rot(a,19);  a += c; \
    c -= b;  c ^= rot(b, 4);  b += a; \
}

/*
final -- final mixing of 3 32-bit values (a,b,c) into c

Pairs of (a,b,c) values differing in only a few bits will usually
produce values of c that look totally different.  This was tested for
* pairs that differed by one bit, by two bits, in any combination
  of top bits of (a,b,c), or in any combination of bottom bits of
(a,b,c).
* "differ" is defined as +, -, ^, or ~^.  For + and -, I transformed
  the output delta to a Gray code (a^(a>>1)) so a string of 1's (as
  is commonly produced by subtraction) look like a single 1-bit
  difference.
* the base values were pseudorandom, all zero but one bit set, or 
  all zero plus a counter that starts at zero.

These constants passed:
 14 11 25 16  4 14 24
 12 14 25 16  4 14 24
and these came close:
  4  8 15 26  3 22 24
 10  8 15 26  3 22 24
 11  8 15 26  3 22 24
*/
#define final(a,b,c) \
{ \
    c ^= b; c -= rot(b,14); \
    a ^= c; a -= rot(c,11); \
    b ^= a; b -= rot(a,25); \
    c ^= b; c -= rot(b,16); \
    a ^= c; a -= rot(c,4);  \
    b ^= a; b -= rot(a,14); \
    c ^= b; c -= rot(b,24); \
}

/*
  k:       pointer to the key, an array of uint32_t
  length:  number of elements in the key
  initval: an initialization value
  returns the 32-bit hash
*/
uint32_t hashw(const uint32_t *k, size_t length, uint32_t  initval)
{
    uint32_t a, b, c;

    /* Set up the internal state */
    a = b = c = 0xdeadbeef + (((uint32_t)length)<<2) + initval;

    /* handle most of the key */
    while (length > 3)
    {
        a += k[0];
        b += k[1];
        c += k[2];
        mix(a,b,c);
        length -= 3;
        k += 3;
    }

    /* handle the last 3 uint32_t's */
    switch(length) /* all the case statements fall through */
    { 
    case 3:
        c+=k[2];
    case 2:
        b+=k[1];
    case 1:
        a+=k[0];
        final(a,b,c);
    case 0:     /* case 0: nothing left to add */
        break;
    }
    /* report the result */
    return c;
}


/*
hashw2() -- same as hashw(), but take two seeds and return two
32-bit values.  pc and pb must both be nonnull, and *pc and *pb must
both be initialized with seeds.  If you pass in (*pb)==0, the output 
(*pc) will be the same as the return value from hashword().
  k:      pointer to the key, an array of uint32_t
  length: number of elements in the key
  pc, pb: pointers to primary and secondary initial values, also used to store
          the hash results.
*/
void hashw2 (const uint32_t *k, size_t length, uint32_t *pc, uint32_t *pb)
{
    uint32_t a,b,c;

    /* Set up the internal state */
    a = b = c = 0xdeadbeef + ((uint32_t)(length<<2)) + *pc;
    c += *pb;

    /* handle most of the key */
    while (length > 3)
    {
        a += k[0];
        b += k[1];
        c += k[2];
        mix(a,b,c);
        length -= 3;
        k += 3;
    }

    /* handle the last 3 uint32_t's */
    switch(length) /* all the case statements fall through */
    { 
    case 3:
        c+=k[2];
    case 2:
        b+=k[1];
    case 1:
        a+=k[0];
        final(a,b,c);
    case 0: /* case 0: nothing left to add */
        break;
    }
    /* report the result */
    *pc=c; *pb=b;
}


/*
hashs() -- hash a variable-length key into a 32-bit value
  k:       pointer to the key, an array of bytes
  length:  number of elements in the key
  initval: an initialization value
  returns the 32-bit hash
Returns a 32-bit value.  Every bit of the key affects every bit of
the return value.  Two keys differing by one or two bits will have
totally different hash values.

The best hash table sizes are powers of 2.  There is no need to do
mod a prime (mod is sooo slow!).  If you need less than 32 bits,
use a bitmask.  For example, if you need only 10 bits, do
h = (h & hashmask(10));
In which case, the hash table should have hashsize(10) elements.

If you are hashing n strings (uint8_t **)k, do it like this:
for (i=0, h=0; i<n; ++i) h = hashlittle( k[i], len[i], h);

By Bob Jenkins, 2006.  bob_jenkins@burtleburtle.net.  You may use this
code any way you wish, private, educational, or commercial.  It's free.

Use for hash table lookup, or anything where one collision in 2^^32 is
acceptable.  Do NOT use for cryptographic purposes.
*/

uint32_t hashs( const void *key, size_t length, uint32_t initval)
{
    uint32_t a,b,c; /* internal state */
    union { const void *ptr; size_t i; } u;/* needed for Mac Powerbook G4 */

    /* Set up the internal state */
    a = b = c = 0xdeadbeef + ((uint32_t)length) + initval;

    u.ptr = key;
#if HASH_LITTLE_ENDIAN
    if ((u.i & 0x3) == 0) {
        const uint32_t *k = (const uint32_t *)key;         /* read 32-bit chunks */

        /* all but last block: aligned reads and affect 32 bits of (a,b,c) */
        while (length > 12)
        {
            a += k[0];
            b += k[1];
            c += k[2];
            mix(a,b,c);
            length -= 12;
            k += 3;
        }

/* handle the last (probably partial) block */
        switch(length)
        {
        case 12:
            c += k[2];
            b += k[1];
            a += k[0];
            break;
        case 11:
            c += k[2] & 0xffffff;
            b += k[1];
            a += k[0];
            break;
        case 10:
            c += k[2] & 0xffff;
            b += k[1];
            a += k[0];
            break;
        case 9:
            c += k[2] & 0xff;
            b += k[1];
            a += k[0];
            break;
        case 8:
            b += k[1];
            a += k[0];
            break;
        case 7:
            b += k[1] & 0xffffff;
            a += k[0];
            break;
        case 6:
            b += k[1] & 0xffff;
            a += k[0];
            break;
        case 5:
            b += k[1] & 0xff;
            a += k[0];
            break;
        case 4:
            a += k[0];
            break;
        case 3:
            a += k[0] & 0xffffff;
            break;
        case 2 :
            a += k[0] & 0xffff;
            break;
        case 1:
            a += k[0] & 0xff;
            break;
        case 0: 
            return c; /* zero length strings require no mixing */
        }

    } else if ((u.i & 0x1) == 0) {
        const uint16_t *k = (const uint16_t *)key; /* read 16-bit chunks */
        const uint8_t  *k8;

    /* all but last block: aligned reads and different mixing */
        while (length > 12)
        {
            a += k[0] + (((uint32_t)k[1])<<16);
            b += k[2] + (((uint32_t)k[3])<<16);
            c += k[4] + (((uint32_t)k[5])<<16);
            mix(a,b,c);
            length -= 12;
            k += 6;
        }

        /* handle the last (probably partial) block */
        k8 = (const uint8_t *)k;
        switch(length)
        {
        case 12:
            c += k[4] + (((uint32_t)k[5])<<16);
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 11:
            c += ((uint32_t)k8[10])<<16; /* fall through */
        case 10:
            c += k[4];
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 9:
            c += k8[8]; /* fall through */
        case 8:
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 7:
            b += ((uint32_t)k8[6])<<16; /* fall through */
        case 6:
            b += k[2];
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 5:
            b += k8[4]; /* fall through */
        case 4:
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 3:
            a += ((uint32_t)k8[2])<<16;      /* fall through */
        case 2:
            a += k[0];
            break;
        case 1:
            a += k8[0];
            break;
        case 0:
            return c; /* zero length requires no mixing */
        }

    } else
#endif
    { /* need to read the key one byte at a time */
        const uint8_t *k = (const uint8_t *)key;

        /* all but the last block: affect some 32 bits of (a,b,c) */
        while (length > 12)
        {
            a += k[0];
            a += ((uint32_t)k[1])<<8;
            a += ((uint32_t)k[2])<<16;
            a += ((uint32_t)k[3])<<24;
            b += k[4];
            b += ((uint32_t)k[5])<<8;
            b += ((uint32_t)k[6])<<16;
            b += ((uint32_t)k[7])<<24;
            c += k[8];
            c += ((uint32_t)k[9])<<8;
            c += ((uint32_t)k[10])<<16;
            c += ((uint32_t)k[11])<<24;
            mix(a,b,c);
            length -= 12;
            k += 12;
        }

        /* last block: affect all 32 bits of (c) */
        switch(length) /* all the case statements fall through */
        {
        case 12:
            c += ((uint32_t)k[11])<<24;
        case 11:
            c += ((uint32_t)k[10])<<16;
        case 10:
            c += ((uint32_t)k[9])<<8;
        case 9:
            c += k[8];
        case 8:
            b += ((uint32_t)k[7])<<24;
        case 7:
            b += ((uint32_t)k[6])<<16;
        case 6:
            b += ((uint32_t)k[5])<<8;
        case 5:
            b += k[4];
        case 4:
            a += ((uint32_t)k[3])<<24;
        case 3:
            a += ((uint32_t)k[2])<<16;
        case 2:
            a += ((uint32_t)k[1])<<8;
        case 1:
            a +=k [0];
            break;
        case 0:
            return c;
        }
    }

    final(a,b,c);
    return c;
}


/*
hashs2: return 2 32-bit hash values
  k:       pointer to the key, an array of bytes
  length: number of elements in the key
  pc, pb: pointers to primary and secondary initial values, also used to store
          the hash results.
* This is identical to hashlittle(), except it returns two 32-bit hash
* values instead of just one.  This is good enough for hash table
* lookup with 2^^64 buckets, or if you want a second hash if you're not
* happy with the first, or if you want a probably-unique 64-bit ID for
* the key.  *pc is better mixed than *pb, so use *pc first.  If you want
* a 64-bit value do something like "*pc + (((uint64_t)*pb)<<32)".
*/
void hashs2(const void *key, size_t length, uint32_t *pc, uint32_t *pb)
{
    uint32_t a, b, c; /* internal state */
    union { const void *ptr; size_t i; } u; /* needed for Mac Powerbook G4 */

    /* Set up the internal state */
    a = b = c = 0xdeadbeef + ((uint32_t)length) + *pc;
    c += *pb;

    u.ptr = key;
#if HASH_LITTLE_ENDIAN
    if (((u.i & 0x3) == 0)) {
        const uint32_t *k = (const uint32_t *)key; /* read 32-bit chunks */

        /* all but last block: aligned reads and affect 32 bits of (a,b,c) */
        while (length > 12)
        {
            a += k[0];
            b += k[1];
            c += k[2];
            mix(a,b,c);
            length -= 12;
            k += 3;
        }

/* handle the last (probably partial) block */
        switch(length)
        {
        case 12:
            c += k[2];
            b += k[1];
            a += k[0];
            break;
        case 11:
            c += k[2] & 0xffffff;
            b += k[1];
            a += k[0];
            break;
        case 10:
            c += k[2] & 0xffff;
            b += k[1];
            a += k[0];
            break;
        case 9:
            c += k[2] & 0xff;
            b += k[1];
            a += k[0];
            break;
        case 8:
            b += k[1];
            a += k[0];
            break;
        case 7:
            b += k[1] & 0xffffff;
            a += k[0];
            break;
        case 6:
            b += k[1] & 0xffff;
            a += k[0];
            break;
        case 5:
            b += k[1] & 0xff;
            a += k[0];
            break;
        case 4:
            a += k[0];
            break;
        case 3:
            a += k[0] & 0xffffff;
            break;
        case 2:
            a += k[0] & 0xffff;
            break;
        case 1:
            a += k[0] & 0xff;
            break;
        case 0:
            *pc=c;
            *pb=b;
            return; /* zero length strings require no mixing */
        }
    } else if (((u.i & 0x1) == 0)) {
        const uint16_t *k = (const uint16_t *)key; /* read 16-bit chunks */
        const uint8_t  *k8;

        /* all but last block: aligned reads and different mixing */
        while (length > 12)
        {
            a += k[0] + (((uint32_t)k[1])<<16);
            b += k[2] + (((uint32_t)k[3])<<16);
            c += k[4] + (((uint32_t)k[5])<<16);
            mix(a,b,c);
            length -= 12;
            k += 6;
        }

        /* handle the last (probably partial) block */
        k8 = (const uint8_t *)k;
        switch(length)
        {
        case 12:
            c += k[4] + (((uint32_t)k[5])<<16);
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 11:
            c += ((uint32_t)k8[10])<<16; /* fall through */
        case 10:
            c += k[4];
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 9:
            c += k8[8]; /* fall through */
        case 8:
            b += k[2] + (((uint32_t)k[3])<<16);
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 7:
            b += ((uint32_t)k8[6])<<16; /* fall through */
        case 6:
            b += k[2];
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 5:
            b += k8[4]; /* fall through */
        case 4:
            a += k[0] + (((uint32_t)k[1])<<16);
            break;
        case 3:
            a += ((uint32_t)k8[2])<<16; /* fall through */
        case 2:
            a += k[0];
            break;
        case 1:
            a += k8[0];
            break;
        case 0:
            *pc=c;
            *pb=b;
            return; /* zero length strings require no mixing */
        }
    } else
#endif
    { /* need to read the key one byte at a time */
        const uint8_t *k = (const uint8_t *)key;

        /* all but the last block: affect some 32 bits of (a,b,c) */
        while (length > 12)
        {
            a += k[0];
            a += ((uint32_t)k[1])<<8;
            a += ((uint32_t)k[2])<<16;
            a += ((uint32_t)k[3])<<24;
            b += k[4];
            b += ((uint32_t)k[5])<<8;
            b += ((uint32_t)k[6])<<16;
            b += ((uint32_t)k[7])<<24;
            c += k[8];
            c += ((uint32_t)k[9])<<8;
            c += ((uint32_t)k[10])<<16;
            c += ((uint32_t)k[11])<<24;
            mix(a,b,c);
            length -= 12;
            k += 12;
        }

        /* last block: affect all 32 bits of (c) */
        switch(length) /* all the case statements fall through */
        {
        case 12:
            c += ((uint32_t)k[11]) << 24;
        case 11:
            c += ((uint32_t)k[10]) << 16;
        case 10:
            c += ((uint32_t)k[9]) << 8;
        case 9:
            c += k[8];
        case 8:
            b += ((uint32_t)k[7]) << 24;
        case 7:
            b += ((uint32_t)k[6]) << 16;
        case 6:
            b += ((uint32_t)k[5]) << 8;
        case 5:
            b += k[4];
        case 4:
            a += ((uint32_t)k[3]) << 24;
        case 3:
            a += ((uint32_t)k[2]) << 16;
        case 2:
            a += ((uint32_t)k[1]) << 8;
        case 1:
            a += k[0];
            break;
        case 0:
            *pc=c;
            *pb=b;
            return; /* zero length strings require no mixing */
        }
    }

    final(a,b,c);
    *pc=c;
    *pb=b;
}
class="hl num">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 halfface = V_NamePatchWidth(facebackp)/2; 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; }