wi_stuff.c
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上传日期:2021-05-12
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文件大小:36k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Intermission screens.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: wi_stuff.c,v 1.7 1997/02/03 22:45:13 b1 Exp $";
- #include <stdio.h>
- #include "z_zone.h"
- #include "m_random.h"
- #include "m_swap.h"
- #include "i_system.h"
- #include "w_wad.h"
- #include "g_game.h"
- #include "r_local.h"
- #include "s_sound.h"
- #include "doomstat.h"
- // Data.
- #include "sounds.h"
- // Needs access to LFB.
- #include "v_video.h"
- #include "wi_stuff.h"
- //
- // Data needed to add patches to full screen intermission pics.
- // Patches are statistics messages, and animations.
- // Loads of by-pixel layout and placement, offsets etc.
- //
- //
- // Different vetween registered DOOM (1994) and
- // Ultimate DOOM - Final edition (retail, 1995?).
- // This is supposedly ignored for commercial
- // release (aka DOOM II), which had 34 maps
- // in one episode. So there.
- #define NUMEPISODES 4
- #define NUMMAPS 9
- // in tics
- //U #define PAUSELEN (TICRATE*2)
- //U #define SCORESTEP 100
- //U #define ANIMPERIOD 32
- // pixel distance from "(YOU)" to "PLAYER N"
- //U #define STARDIST 10
- //U #define WK 1
- // GLOBAL LOCATIONS
- #define WI_TITLEY 2
- #define WI_SPACINGY 33
- // SINGPLE-PLAYER STUFF
- #define SP_STATSX 50
- #define SP_STATSY (((SCREENHEIGHT-200)/2)+50)
- #define SP_TIMEX 16
- #define SP_TIMEY (((SCREENHEIGHT-200)/2)+168)
- // NET GAME STUFF
- #define NG_STATSY 50
- #define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags)
- #define NG_SPACINGX 64
- // DEATHMATCH STUFF
- #define DM_MATRIXX 42
- #define DM_MATRIXY 68
- #define DM_SPACINGX 40
- #define DM_TOTALSX 269
- #define DM_KILLERSX 10
- #define DM_KILLERSY 100
- #define DM_VICTIMSX 5
- #define DM_VICTIMSY 50
- typedef enum
- {
- ANIM_ALWAYS,
- ANIM_RANDOM,
- ANIM_LEVEL
- } animenum_t;
- typedef struct
- {
- int x;
- int y;
- } point_t;
- //
- // Animation.
- // There is another anim_t used in p_spec.
- //
- typedef struct
- {
- animenum_t type;
- // period in tics between animations
- int period;
- // number of animation frames
- int nanims;
- // location of animation
- point_t loc;
- // ALWAYS: n/a,
- // RANDOM: period deviation (<256),
- // LEVEL: level
- int data1;
- // ALWAYS: n/a,
- // RANDOM: random base period,
- // LEVEL: n/a
- int data2;
- // actual graphics for frames of animations
- patch_t* p[3];
- // following must be initialized to zero before use!
- // next value of bcnt (used in conjunction with period)
- int nexttic;
- // last drawn animation frame
- int lastdrawn;
- // next frame number to animate
- int ctr;
- // used by RANDOM and LEVEL when animating
- int state;
- } anim_t;
- static point_t lnodes[NUMEPISODES][NUMMAPS] =
- {
- // Episode 0 World Map
- {
- { 185, 164 }, // location of level 0 (CJ)
- { 148, 143 }, // location of level 1 (CJ)
- { 69, 122 }, // location of level 2 (CJ)
- { 209, 102 }, // location of level 3 (CJ)
- { 116, 89 }, // location of level 4 (CJ)
- { 166, 55 }, // location of level 5 (CJ)
- { 71, 56 }, // location of level 6 (CJ)
- { 135, 29 }, // location of level 7 (CJ)
- { 71, 24 } // location of level 8 (CJ)
- },
- // Episode 1 World Map should go here
- {
- { 254, 25 }, // location of level 0 (CJ)
- { 97, 50 }, // location of level 1 (CJ)
- { 188, 64 }, // location of level 2 (CJ)
- { 128, 78 }, // location of level 3 (CJ)
- { 214, 92 }, // location of level 4 (CJ)
- { 133, 130 }, // location of level 5 (CJ)
- { 208, 136 }, // location of level 6 (CJ)
- { 148, 140 }, // location of level 7 (CJ)
- { 235, 158 } // location of level 8 (CJ)
- },
- // Episode 2 World Map should go here
- {
- { 156, 168 }, // location of level 0 (CJ)
- { 48, 154 }, // location of level 1 (CJ)
- { 174, 95 }, // location of level 2 (CJ)
- { 265, 75 }, // location of level 3 (CJ)
- { 130, 48 }, // location of level 4 (CJ)
- { 279, 23 }, // location of level 5 (CJ)
- { 198, 48 }, // location of level 6 (CJ)
- { 140, 25 }, // location of level 7 (CJ)
- { 281, 136 } // location of level 8 (CJ)
- }
- };
- //
- // Animation locations for episode 0 (1).
- // Using patches saves a lot of space,
- // as they replace 320x200 full screen frames.
- //
- static anim_t epsd0animinfo[] =
- {
- { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
- };
- static anim_t epsd1animinfo[] =
- {
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
- { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
- { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
- };
- static anim_t epsd2animinfo[] =
- {
- { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
- { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
- { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
- };
- static int NUMANIMS[NUMEPISODES] =
- {
- sizeof(epsd0animinfo)/sizeof(anim_t),
- sizeof(epsd1animinfo)/sizeof(anim_t),
- sizeof(epsd2animinfo)/sizeof(anim_t)
- };
- static anim_t *anims[NUMEPISODES] =
- {
- epsd0animinfo,
- epsd1animinfo,
- epsd2animinfo
- };
- //
- // GENERAL DATA
- //
- //
- // Locally used stuff.
- //
- #define FB 0
- // States for single-player
- #define SP_KILLS 0
- #define SP_ITEMS 2
- #define SP_SECRET 4
- #define SP_FRAGS 6
- #define SP_TIME 8
- #define SP_PAR ST_TIME
- #define SP_PAUSE 1
- // in seconds
- #define SHOWNEXTLOCDELAY 4
- //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
- // used to accelerate or skip a stage
- static int acceleratestage;
- // wbs->pnum
- static int me;
- // specifies current state
- static stateenum_t state;
- // contains information passed into intermission
- static wbstartstruct_t* wbs;
- static wbplayerstruct_t* plrs; // wbs->plyr[]
- // used for general timing
- static int cnt;
- // used for timing of background animation
- static int bcnt;
- // signals to refresh everything for one frame
- static int firstrefresh;
- static int cnt_kills[MAXPLAYERS];
- static int cnt_items[MAXPLAYERS];
- static int cnt_secret[MAXPLAYERS];
- static int cnt_time;
- static int cnt_par;
- static int cnt_pause;
- // # of commercial levels
- static int NUMCMAPS;
- //
- // GRAPHICS
- //
- // background (map of levels).
- static patch_t* bg;
- // You Are Here graphic
- static patch_t* yah[2];
- // splat
- static patch_t* splat;
- // %, : graphics
- static patch_t* percent;
- static patch_t* colon;
- // 0-9 graphic
- static patch_t* num[10];
- // minus sign
- static patch_t* wiminus;
- // "Finished!" graphics
- static patch_t* finished;
- // "Entering" graphic
- static patch_t* entering;
- // "secret"
- static patch_t* sp_secret;
- // "Kills", "Scrt", "Items", "Frags"
- static patch_t* kills;
- static patch_t* secret;
- static patch_t* items;
- static patch_t* frags;
- // Time sucks.
- static patch_t* time;
- static patch_t* par;
- static patch_t* sucks;
- // "killers", "victims"
- static patch_t* killers;
- static patch_t* victims;
- // "Total", your face, your dead face
- static patch_t* total;
- static patch_t* star;
- static patch_t* bstar;
- // "red P[1..MAXPLAYERS]"
- static patch_t* p[MAXPLAYERS];
- // "gray P[1..MAXPLAYERS]"
- static patch_t* bp[MAXPLAYERS];
- // Name graphics of each level (centered)
- static patch_t** lnames;
- //
- // CODE
- //
- // slam background
- // UNUSED static unsigned char *background=0;
- void WI_slamBackground(void)
- {
- memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT);
- V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
- }
- // The ticker is used to detect keys
- // because of timing issues in netgames.
- boolean WI_Responder(event_t* ev)
- {
- return false;
- }
- // Draws "<Levelname> Finished!"
- void WI_drawLF(void)
- {
- int y = WI_TITLEY+((SCREENHEIGHT-200)/2);
- // draw <LevelName>
- V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
- y, FB, lnames[wbs->last]);
- // draw "Finished!"
- y += (5*SHORT(lnames[wbs->last]->height))/4;
- V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
- y, FB, finished);
- }
- // Draws "Entering <LevelName>"
- void WI_drawEL(void)
- {
- int y = WI_TITLEY+((SCREENHEIGHT-200)/2);
- // draw "Entering"
- V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,y, FB, entering);
- // draw level
- y += (5*SHORT(lnames[wbs->next]->height))/4;
- V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,y, FB, lnames[wbs->next]);
- }
- void
- WI_drawOnLnode
- ( int n,
- patch_t* c[] )
- {
- int i;
- int left;
- int top;
- int right;
- int bottom;
- boolean fits = false;
- i = 0;
- do
- {
- left = ((SCREENWIDTH-320)/2)+lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
- top = ((SCREENHEIGHT-200)/2)+lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
- right = left + SHORT(c[i]->width);
- bottom = top + SHORT(c[i]->height);
- if (left >= 0
- && right < SCREENWIDTH
- && top >= 0
- && bottom < SCREENHEIGHT)
- {
- fits = true;
- }
- else
- {
- i++;
- }
- } while (!fits && i!=2);
- if (fits && i<2)
- {
- V_DrawPatch(((SCREENWIDTH-320)/2)+lnodes[wbs->epsd][n].x, ((SCREENHEIGHT-200)/2)+lnodes[wbs->epsd][n].y,
- FB, c[i]);
- }
- else
- {
- // DEBUG
- printf("Could not place patch on level %d", n+1);
- }
- }
- void WI_initAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (gamemode == commercial)
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
- // init variables
- a->ctr = -1;
- // specify the next time to draw it
- if (a->type == ANIM_ALWAYS)
- a->nexttic = bcnt + 1 + (M_Random()%a->period);
- else if (a->type == ANIM_RANDOM)
- a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
- else if (a->type == ANIM_LEVEL)
- a->nexttic = bcnt + 1;
- }
- }
- void WI_updateAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (gamemode == commercial)
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0;i<NUMANIMS[wbs->epsd];i++)
- {
- a = &anims[wbs->epsd][i];
- if (bcnt == a->nexttic)
- {
- switch (a->type)
- {
- case ANIM_ALWAYS:
- if (++a->ctr >= a->nanims) a->ctr = 0;
- a->nexttic = bcnt + a->period;
- break;
- case ANIM_RANDOM:
- a->ctr++;
- if (a->ctr == a->nanims)
- {
- a->ctr = -1;
- a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
- }
- else a->nexttic = bcnt + a->period;
- break;
- case ANIM_LEVEL:
- // gawd-awful hack for level anims
- if (!(state == StatCount && i == 7)
- && wbs->next == a->data1)
- {
- a->ctr++;
- if (a->ctr == a->nanims) a->ctr--;
- a->nexttic = bcnt + a->period;
- }
- break;
- }
- }
- }
- }
- void WI_drawAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (commercial)
- return;
- if (wbs->epsd > 2)
- return;
- for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
- {
- a = &anims[wbs->epsd][i];
- if (a->ctr >= 0)
- V_DrawPatch(((SCREENWIDTH-320)/2)+a->loc.x, ((SCREENHEIGHT-200)/2)+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(((SCREENWIDTH-320)/2)+DM_TOTALSX-SHORT(total->width)/2,
- ((SCREENHEIGHT-200)/2)+DM_MATRIXY-WI_SPACINGY+10,
- FB,
- total);
- V_DrawPatch(((SCREENWIDTH-320)/2)+DM_KILLERSX, ((SCREENHEIGHT-200)/2)+DM_KILLERSY, FB, killers);
- V_DrawPatch(((SCREENWIDTH-320)/2)+DM_VICTIMSX, ((SCREENHEIGHT-200)/2)+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(((SCREENWIDTH-320)/2)+x-SHORT(p[i]->width)/2,
- ((SCREENHEIGHT-200)/2)+DM_MATRIXY - WI_SPACINGY,
- FB,
- p[i]);
- V_DrawPatch(((SCREENWIDTH-320)/2)+DM_MATRIXX-SHORT(p[i]->width)/2,
- ((SCREENHEIGHT-200)/2)+y,
- FB,
- p[i]);
- if (i == me)
- {
- V_DrawPatch(((SCREENWIDTH-320)/2)+x-SHORT(p[i]->width)/2,
- ((SCREENHEIGHT-200)/2)+DM_MATRIXY - WI_SPACINGY,
- FB,
- bstar);
- V_DrawPatch(((SCREENWIDTH-320)/2)+DM_MATRIXX-SHORT(p[i]->width)/2,
- ((SCREENHEIGHT-200)/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(((SCREENWIDTH-320)/2)+x+w, ((SCREENHEIGHT-200)/2)+y, dm_frags[i][j], 2);
- x += DM_SPACINGX;
- }
- WI_drawNum(((SCREENWIDTH-320)/2)+DM_TOTALSX+w, ((SCREENHEIGHT-200)/2)+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(((SCREENWIDTH-320)/2)+NG_STATSX+NG_SPACINGX-SHORT(kills->width),
- ((SCREENHEIGHT-200)/2)+NG_STATSY, FB, kills);
- V_DrawPatch(((SCREENWIDTH-320)/2)+NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
- ((SCREENHEIGHT-200)/2)+NG_STATSY, FB, items);
- V_DrawPatch(((SCREENWIDTH-320)/2)+NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
- ((SCREENHEIGHT-200)/2)+NG_STATSY, FB, secret);
- if (dofrags)
- V_DrawPatch(((SCREENWIDTH-320)/2)+NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
- ((SCREENHEIGHT-200)/2)+NG_STATSY, FB, frags);
- // draw stats
- y = ((SCREENHEIGHT-200)/2)+NG_STATSY + SHORT(kills->height);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!playeringame[i])
- continue;
- x = ((SCREENWIDTH-320)/2)+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(((SCREENWIDTH-320)/2)+SP_STATSX, SP_STATSY, FB, kills);
- WI_drawPercent((SCREENWIDTH-((SCREENWIDTH-320)/2))-SP_STATSX, SP_STATSY, cnt_kills[0]);
- V_DrawPatch(((SCREENWIDTH-320)/2)+SP_STATSX, SP_STATSY+lh, FB, items);
- WI_drawPercent((SCREENWIDTH-((SCREENWIDTH-320)/2))-SP_STATSX, SP_STATSY+lh, cnt_items[0]);
- V_DrawPatch(((SCREENWIDTH-320)/2)+SP_STATSX, SP_STATSY+2*lh, FB, sp_secret);
- WI_drawPercent((SCREENWIDTH-((SCREENWIDTH-320)/2))-SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
- V_DrawPatch(((SCREENWIDTH-320)/2)+SP_TIMEX, SP_TIMEY, FB, time);
- WI_drawTime(((SCREENWIDTH-320)/2)+160-SP_TIMEX, SP_TIMEY, cnt_time);
- if (wbs->epsd < 3)
- {
- V_DrawPatch(((SCREENWIDTH-320)/2)+160+SP_TIMEX, SP_TIMEY, FB, par);
- WI_drawTime((SCREENWIDTH-((SCREENWIDTH-320)/2))-SP_TIMEX, SP_TIMEY, cnt_par);
- }
- }
- void WI_checkForAccelerate(void)
- {
- int i;
- player_t *player;
- // check for button presses to skip delays
- for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
- {
- if (playeringame[i])
- {
- if (player->cmd.buttons & BT_ATTACK)
- {
- if (!player->attackdown)
- acceleratestage = 1;
- player->attackdown = true;
- }
- else
- player->attackdown = false;
- if (player->cmd.buttons & BT_USE)
- {
- if (!player->usedown)
- acceleratestage = 1;
- player->usedown = true;
- }
- else
- player->usedown = false;
- }
- }
- }
- // Updates stuff each tick
- void WI_Ticker(void)
- {
- // counter for general background animation
- bcnt++;
- if (bcnt == 1)
- {
- // intermission music
- if ( gamemode == commercial )
- S_ChangeMusic(mus_dm2int, true);
- else
- S_ChangeMusic(mus_inter, true);
- }
- WI_checkForAccelerate();
- switch (state)
- {
- case StatCount:
- if (deathmatch) WI_updateDeathmatchStats();
- else if (netgame) WI_updateNetgameStats();
- else WI_updateStats();
- break;
- case ShowNextLoc:
- WI_updateShowNextLoc();
- break;
- case NoState:
- WI_updateNoState();
- break;
- }
- }
- void WI_loadData(void)
- {
- int i;
- int j;
- char name[9];
- anim_t* a;
- if (gamemode == commercial)
- strcpy(name, "INTERPIC");
- else
- sprintf(name, "WIMAP%d", wbs->epsd);
- if ( gamemode == retail )
- {
- if (wbs->epsd == 3)
- strcpy(name,"INTERPIC");
- }
- // background
- bg = W_CacheLumpName(name, PU_CACHE);
- V_DrawPatch(((SCREENWIDTH-320)/2)+0, ((SCREENHEIGHT-200)/2)+0, 1, bg);
- // UNUSED unsigned char *pic = screens[1];
- // if (gamemode == commercial)
- // {
- // darken the background image
- // while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH)
- // {
- // *pic = colormaps[256*25 + *pic];
- // pic++;
- // }
- //}
- if (gamemode == commercial)
- {
- NUMCMAPS = 32;
- lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
- PU_STATIC, 0);
- for (i=0 ; i<NUMCMAPS ; i++)
- {
- sprintf(name, "CWILV%2.2d", i);
- lnames[i] = W_CacheLumpName(name, PU_STATIC);
- }
- }
- else
- {
- lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
- PU_STATIC, 0);
- for (i=0 ; i<NUMMAPS ; i++)
- {
- sprintf(name, "WILV%d%d", wbs->epsd, i);
- lnames[i] = W_CacheLumpName(name, PU_STATIC);
- }
- // you are here
- yah[0] = W_CacheLumpName("WIURH0", PU_STATIC);
- // you are here (alt.)
- yah[1] = W_CacheLumpName("WIURH1", PU_STATIC);
- // splat
- splat = W_CacheLumpName("WISPLAT", PU_STATIC);
- if (wbs->epsd < 3)
- {
- for (j=0;j<NUMANIMS[wbs->epsd];j++)
- {
- a = &anims[wbs->epsd][j];
- for (i=0;i<a->nanims;i++)
- {
- // MONDO HACK!
- if (wbs->epsd != 1 || j != 8)
- {
- // animations
- sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
- a->p[i] = W_CacheLumpName(name, PU_STATIC);
- }
- else
- {
- // HACK ALERT!
- a->p[i] = anims[1][4].p[i];
- }
- }
- }
- }
- }
- // More hacks on minus sign.
- wiminus = W_CacheLumpName("WIMINUS", PU_STATIC);
- for (i=0;i<10;i++)
- {
- // numbers 0-9
- sprintf(name, "WINUM%d", i);
- num[i] = W_CacheLumpName(name, PU_STATIC);
- }
- // percent sign
- percent = W_CacheLumpName("WIPCNT", PU_STATIC);
- // "finished"
- finished = W_CacheLumpName("WIF", PU_STATIC);
- // "entering"
- entering = W_CacheLumpName("WIENTER", PU_STATIC);
- // "kills"
- kills = W_CacheLumpName("WIOSTK", PU_STATIC);
- // "scrt"
- secret = W_CacheLumpName("WIOSTS", PU_STATIC);
- // "secret"
- sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC);
- // Yuck.
- if (language == french)
- {
- // "items"
- if (netgame && !deathmatch)
- items = W_CacheLumpName("WIOBJ", PU_STATIC);
- else
- items = W_CacheLumpName("WIOSTI", PU_STATIC);
- } else
- items = W_CacheLumpName("WIOSTI", PU_STATIC);
- // "frgs"
- frags = W_CacheLumpName("WIFRGS", PU_STATIC);
- // ":"
- colon = W_CacheLumpName("WICOLON", PU_STATIC);
- // "time"
- time = W_CacheLumpName("WITIME", PU_STATIC);
- // "sucks"
- sucks = W_CacheLumpName("WISUCKS", PU_STATIC);
- // "par"
- par = W_CacheLumpName("WIPAR", PU_STATIC);
- // "killers" (vertical)
- killers = W_CacheLumpName("WIKILRS", PU_STATIC);
- // "victims" (horiz)
- victims = W_CacheLumpName("WIVCTMS", PU_STATIC);
- // "total"
- total = W_CacheLumpName("WIMSTT", PU_STATIC);
- // your face
- star = W_CacheLumpName("STFST01", PU_STATIC);
- // dead face
- bstar = W_CacheLumpName("STFDEAD0", PU_STATIC);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- // "1,2,3,4"
- sprintf(name, "STPB%d", i);
- p[i] = W_CacheLumpName(name, PU_STATIC);
- // "1,2,3,4"
- sprintf(name, "WIBP%d", i+1);
- bp[i] = W_CacheLumpName(name, PU_STATIC);
- }
- }
- void WI_unloadData(void)
- {
- int i;
- int j;
- Z_ChangeTag(wiminus, PU_CACHE);
- for (i=0 ; i<10 ; i++)
- Z_ChangeTag(num[i], PU_CACHE);
- if (gamemode == commercial)
- {
- for (i=0 ; i<NUMCMAPS ; i++)
- Z_ChangeTag(lnames[i], PU_CACHE);
- }
- else
- {
- Z_ChangeTag(yah[0], PU_CACHE);
- Z_ChangeTag(yah[1], PU_CACHE);
- Z_ChangeTag(splat, PU_CACHE);
- for (i=0 ; i<NUMMAPS ; i++)
- Z_ChangeTag(lnames[i], PU_CACHE);
- if (wbs->epsd < 3)
- {
- for (j=0;j<NUMANIMS[wbs->epsd];j++)
- {
- if (wbs->epsd != 1 || j != 8)
- for (i=0;i<anims[wbs->epsd][j].nanims;i++)
- Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE);
- }
- }
- }
- Z_Free(lnames);
- Z_ChangeTag(percent, PU_CACHE);
- Z_ChangeTag(colon, PU_CACHE);
- Z_ChangeTag(finished, PU_CACHE);
- Z_ChangeTag(entering, PU_CACHE);
- Z_ChangeTag(kills, PU_CACHE);
- Z_ChangeTag(secret, PU_CACHE);
- Z_ChangeTag(sp_secret, PU_CACHE);
- Z_ChangeTag(items, PU_CACHE);
- Z_ChangeTag(frags, PU_CACHE);
- Z_ChangeTag(time, PU_CACHE);
- Z_ChangeTag(sucks, PU_CACHE);
- Z_ChangeTag(par, PU_CACHE);
- Z_ChangeTag(victims, PU_CACHE);
- Z_ChangeTag(killers, PU_CACHE);
- Z_ChangeTag(total, PU_CACHE);
- // Z_ChangeTag(star, PU_CACHE);
- // Z_ChangeTag(bstar, PU_CACHE);
- for (i=0 ; i<MAXPLAYERS ; i++)
- Z_ChangeTag(p[i], PU_CACHE);
- for (i=0 ; i<MAXPLAYERS ; i++)
- Z_ChangeTag(bp[i], PU_CACHE);
- }
- void WI_Drawer (void)
- {
- switch (state)
- {
- case StatCount:
- if (deathmatch)
- WI_drawDeathmatchStats();
- else if (netgame)
- WI_drawNetgameStats();
- else
- WI_drawStats();
- break;
- case ShowNextLoc:
- WI_drawShowNextLoc();
- break;
- case NoState:
- WI_drawNoState();
- break;
- }
- }
- void WI_initVariables(wbstartstruct_t* wbstartstruct)
- {
- wbs = wbstartstruct;
- #ifdef RANGECHECKING
- if (gamemode != commercial)
- {
- if ( gamemode == retail )
- RNGCHECK(wbs->epsd, 0, 3);
- else
- RNGCHECK(wbs->epsd, 0, 2);
- }
- else
- {
- RNGCHECK(wbs->last, 0, 8);
- RNGCHECK(wbs->next, 0, 8);
- }
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
- RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
- #endif
- acceleratestage = 0;
- cnt = bcnt = 0;
- firstrefresh = 1;
- me = wbs->pnum;
- plrs = wbs->plyr;
- if (!wbs->maxkills)
- wbs->maxkills = 1;
- if (!wbs->maxitems)
- wbs->maxitems = 1;
- if (!wbs->maxsecret)
- wbs->maxsecret = 1;
- if ( gamemode != retail )
- if (wbs->epsd > 2)
- wbs->epsd -= 3;
- }
- void WI_Start(wbstartstruct_t* wbstartstruct)
- {
- WI_initVariables(wbstartstruct);
- WI_loadData();
- if (deathmatch)
- WI_initDeathmatchStats();
- else if (netgame)
- WI_initNetgameStats();
- else
- WI_initStats();
- }