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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #include "Main.h"
- #include "sys/sys_session.h"
- #include "sys/sys_signin.h"
- #include "DoomLeaderboards.h"
- #include "d3xp/Game_Local.h"
- #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.
- // 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
- // SINGPLE-PLAYER STUFF
- // NET GAME STUFF
- // DEATHMATCH STUFF
- //
- // Animation.
- // There is another anim_t used in p_spec.
- //
- const 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.
- //
- extern const anim_t temp_epsd0animinfo[10];
- const anim_t temp_epsd0animinfo[10] =
- {
- { 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 } }
- };
- extern const anim_t temp_epsd1animinfo[9];
- const anim_t temp_epsd1animinfo[9] =
- {
- { 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 }
- };
- extern const anim_t temp_epsd2animinfo[6];
- const anim_t temp_epsd2animinfo[6] =
- {
- { 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 } }
- };
- //
- // GENERAL DATA
- //
- //
- // Locally used stuff.
- //
- // States for single-player
- // in seconds
- //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY
- // used to accelerate or skip a stage
- // ::g->wbs->pnum
- // specifies current ::g->state
- // contains information passed into intermission
- const wbplayerstruct_t* plrs; // ::g->wbs->plyr[]
- // used for general timing
- // used for timing of background animation
- // signals to refresh everything for one frame
- // # of commercial levels
- //
- // GRAPHICS
- //
- //
- // CODE
- //
- void localCalculateAchievements(bool epComplete)
- {
- if( !common->IsMultiplayer() ) {
- player_t *player = &::g->players[::g->consoleplayer];
- // Calculate Any Achievements earned from stat cumulation.
- idAchievementManager::CheckDoomClassicsAchievements( player->killcount, player->itemcount, player->secretcount, ::g->gameskill, ::g->gamemission, ::g->gamemap, ::g->gameepisode, ::g->totalkills, ::g->totalitems, ::g->totalsecret );
- }
- }
- // slam background
- // UNUSED static unsigned char *background=0;
- void WI_slamBackground(void)
- {
- memcpy(::g->screens[0], ::g->screens[1], SCREENWIDTH * SCREENHEIGHT);
- V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
- }
- // The ticker is used to detect keys
- // because of timing issues in netgames.
- qboolean WI_Responder(event_t* ev)
- {
- return false;
- }
- // Draws "<Levelname> Finished!"
- void WI_drawLF(void)
- {
- int y = WI_TITLEY;
- // draw <LevelName>
- V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->last]->width))/2,
- y, FB, ::g->lnames[::g->wbs->last]);
- // draw "Finished!"
- y += (5*SHORT(::g->lnames[::g->wbs->last]->height))/4;
-
- V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->finished->width))/2,
- y, FB, ::g->finished);
- }
- // Draws "Entering <LevelName>"
- void WI_drawEL(void)
- {
- int y = WI_TITLEY;
- // draw "Entering"
- V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->entering->width))/2,
- y, FB, ::g->entering);
- // draw level
- y += (5*SHORT(::g->lnames[::g->wbs->next]->height))/4;
- V_DrawPatch((ORIGINAL_WIDTH - SHORT(::g->lnames[::g->wbs->next]->width))/2,
- y, FB, ::g->lnames[::g->wbs->next]);
- }
- void
- WI_drawOnLnode
- ( int n,
- patch_t* c[] )
- {
- int i;
- int left;
- int top;
- int right;
- int bottom;
- qboolean fits = false;
- i = 0;
- do
- {
- left = lnodes[::g->wbs->epsd][n].x - SHORT(c[i]->leftoffset);
- top = lnodes[::g->wbs->epsd][n].y - SHORT(c[i]->topoffset);
- right = left + SHORT(c[i]->width);
- bottom = top + SHORT(c[i]->height);
- if (left >= 0
- && right < SCREENWIDTH
- && top >= 0
- && bottom < SCREENHEIGHT)
- {
- fits = true;
- }
- else
- {
- i++;
- }
- } while (!fits && i!=2);
- if (fits && i<2)
- {
- V_DrawPatch(lnodes[::g->wbs->epsd][n].x, lnodes[::g->wbs->epsd][n].y,
- FB, c[i]);
- }
- else
- {
- // DEBUG
- I_Printf("Could not place patch on level %d", n+1);
- }
- }
- void WI_initAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (::g->gamemode == commercial)
- return;
- if (::g->wbs->epsd > 2)
- return;
- for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++)
- {
- a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
- // init variables
- a->ctr = -1;
- // specify the next time to draw it
- if (a->type == ANIM_ALWAYS)
- a->nexttic = ::g->bcnt + 1 + (M_Random()%a->period);
- else if (a->type == ANIM_RANDOM)
- a->nexttic = ::g->bcnt + 1 + a->data2+(M_Random()%a->data1);
- else if (a->type == ANIM_LEVEL)
- a->nexttic = ::g->bcnt + 1;
- }
- }
- void WI_updateAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (::g->gamemode == commercial)
- return;
- if (::g->wbs->epsd > 2)
- return;
- for (i=0;i < ::g->NUMANIMS[::g->wbs->epsd];i++)
- {
- a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
- if (::g->bcnt == a->nexttic)
- {
- switch (a->type)
- {
- case ANIM_ALWAYS:
- if (++a->ctr >= a->nanims) a->ctr = 0;
- a->nexttic = ::g->bcnt + a->period;
- break;
- case ANIM_RANDOM:
- a->ctr++;
- if (a->ctr == a->nanims)
- {
- a->ctr = -1;
- a->nexttic = ::g->bcnt+a->data2+(M_Random()%a->data1);
- }
- else a->nexttic = ::g->bcnt + a->period;
- break;
-
- case ANIM_LEVEL:
- // gawd-awful hack for level anims
- if (!(::g->state == StatCount && i == 7)
- && ::g->wbs->next == a->data1)
- {
- a->ctr++;
- if (a->ctr == a->nanims) a->ctr--;
- a->nexttic = ::g->bcnt + a->period;
- }
- break;
- }
- }
- }
- }
- void WI_drawAnimatedBack(void)
- {
- int i;
- anim_t* a;
- if (commercial)
- return;
- if (::g->wbs->epsd > 2)
- return;
- for (i=0 ; i < ::g->NUMANIMS[::g->wbs->epsd] ; i++)
- {
- a = &::g->wi_stuff_anims[::g->wbs->epsd][i];
- if (a->ctr >= 0)
- V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]);
- }
- }
- //
- // Draws a number.
- // If digits > 0, then use that many digits minimum,
- // otherwise only use as many as necessary.
- // Returns new x position.
- //
- int
- WI_drawNum
- ( int x,
- int y,
- int n,
- int digits )
- {
- int fontwidth = SHORT(::g->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, ::g->num[ n % 10 ]);
- n /= 10;
- }
- // draw a minus sign if necessary
- if (neg)
- V_DrawPatch(x-=8, y, FB, ::g->wiminus);
- return x;
- }
- void
- WI_drawPercent
- ( int x,
- int y,
- int p )
- {
- if (p < 0)
- return;
- V_DrawPatch(x, y, FB, ::g->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(::g->colon->width);
- div *= 60;
- // draw
- if (div==60 || t / div)
- V_DrawPatch(x, y, FB, ::g->colon);
-
- } while (t / div);
- }
- else
- {
- // "sucks"
- V_DrawPatch(x - SHORT(::g->sucks->width), y, FB, ::g->sucks);
- }
- }
- void WI_End(void)
- {
- void WI_unloadData(void);
- WI_unloadData();
- }
- void WI_initNoState(void)
- {
- ::g->state = NoState;
- ::g->acceleratestage = 0;
- ::g->cnt = 10;
- }
- void WI_updateNoState(void) {
- WI_updateAnimatedBack();
- if (!--::g->cnt) {
- // Unload data
- WI_End();
- G_WorldDone();
- }
- DoomLib::ActivateGame();
- }
- void WI_initShowNextLoc(void)
- {
- ::g->state = ShowNextLoc;
- ::g->acceleratestage = 0;
- ::g->cnt = SHOWNEXTLOCDELAY * TICRATE;
- WI_initAnimatedBack();
- DoomLib::ActivateGame();
- }
- void WI_updateShowNextLoc(void)
- {
- WI_updateAnimatedBack();
- if (!--::g->cnt || ::g->acceleratestage) {
- WI_initNoState();
- DoomLib::ShowXToContinue( false );
- } else {
- ::g->snl_pointeron = (::g->cnt & 31) < 20;
- }
- }
- void WI_drawShowNextLoc(void)
- {
- int i;
- int last;
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
- if ( ::g->gamemode != commercial)
- {
- if (::g->wbs->epsd > 2)
- {
- WI_drawEL();
- return;
- }
-
- last = (::g->wbs->last == 8) ? ::g->wbs->next - 1 : ::g->wbs->last;
- // don't draw any splats for extra secret levels
- if( last == 9 ) {
- for (i=0 ; i<MAXPLAYERS ; i++) {
- ::g->players[i].didsecret = false;
- }
- ::g->wbs->didsecret = false;
- last = -1;
- }
- // draw a splat on taken cities.
- for (i=0 ; i<=last ; i++)
- WI_drawOnLnode(i, &::g->splat);
- // splat the secret level?
- if (::g->wbs->didsecret)
- WI_drawOnLnode(8, &::g->splat);
- // draw flashing ptr
- if (::g->snl_pointeron)
- WI_drawOnLnode(::g->wbs->next, ::g->yah);
- }
- // draws which level you are entering..
- if ( (::g->gamemode != commercial)
- || ::g->wbs->next != 30)
- WI_drawEL();
- }
- void WI_drawNoState(void)
- {
- ::g->snl_pointeron = true;
- WI_drawShowNextLoc();
- }
- int WI_fragSum(int playernum)
- {
- int i;
- int frags = 0;
-
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (/*::g->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;
- }
- int WI_fragOnlySum(int playernum)
- {
- int i;
- int frags = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (/*::g->playeringame[i] &&*/ i!=playernum)
- {
- frags += plrs[playernum].frags[i];
- }
- }
- return frags;
- }
- int WI_deathSum(int playernum)
- {
- int i;
- int deaths = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if ( 1 /*::g->playeringame[i]*/)
- {
- deaths += plrs[i].frags[playernum];
- }
- }
- return deaths;
- }
- void WI_initDeathmatchStats(void)
- {
- int i;
- int j;
- ::g->state = StatCount;
- ::g->acceleratestage = 0;
- ::g->dm_state = 1;
- ::g->cnt_pause = TICRATE;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (::g->playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- if (::g->playeringame[j])
- ::g->dm_frags[i][j] = 0;
- ::g->dm_totals[i] = 0;
- }
- }
-
- WI_initAnimatedBack();
- if ( common->IsMultiplayer() ) {
- localCalculateAchievements(false);
- /* JAF PS3
- gameLocal->liveSession.GetDMSession().SetEndOfMatchStats();
- gameLocal->liveSession.GetDMSession().WriteTrueskill();
- // Write stats
- if ( gameLocal->liveSession.IsHost( ::g->consoleplayer ) ) {
- gameLocal->liveSession.GetDMSession().BeginEndLevel();
- }
- */
- }
- DoomLib::ShowXToContinue( true );
- }
- void WI_updateDeathmatchStats(void)
- {
- int i;
- int j;
-
- qboolean stillticking;
- WI_updateAnimatedBack();
- if (::g->acceleratestage && ::g->dm_state != 4)
- {
- ::g->acceleratestage = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (::g->playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- if (::g->playeringame[j])
- ::g->dm_frags[i][j] = plrs[i].frags[j];
- ::g->dm_totals[i] = WI_fragSum(i);
- }
- }
-
- S_StartSound(0, sfx_barexp);
- ::g->dm_state = 4;
- }
-
- if (::g->dm_state == 2)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
-
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (::g->playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (::g->playeringame[j]
- && ::g->dm_frags[i][j] != plrs[i].frags[j])
- {
- if (plrs[i].frags[j] < 0)
- ::g->dm_frags[i][j]--;
- else
- ::g->dm_frags[i][j]++;
- if (::g->dm_frags[i][j] > 99)
- ::g->dm_frags[i][j] = 99;
- if (::g->dm_frags[i][j] < -99)
- ::g->dm_frags[i][j] = -99;
-
- stillticking = true;
- }
- }
- ::g->dm_totals[i] = WI_fragSum(i);
- if (::g->dm_totals[i] > 99)
- ::g->dm_totals[i] = 99;
-
- if (::g->dm_totals[i] < -99)
- ::g->dm_totals[i] = -99;
- }
-
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ::g->dm_state++;
- }
- }
- else if (::g->dm_state == 4)
- {
- if (::g->acceleratestage)
- {
- if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) {
- // This sound plays repeatedly after a player continues at the end of a deathmatch,
- // and sounds bad. Quick fix is to just not play it.
- //S_StartSound(0, sfx_slop);
- DoomLib::HandleEndMatch();
- }
- }
- }
- else if (::g->dm_state & 1)
- {
- if (!--::g->cnt_pause)
- {
- ::g->dm_state++;
- ::g->cnt_pause = TICRATE;
- }
- }
- }
- void WI_drawDeathmatchStats(void)
- {
- int i;
- int j;
- int x;
- int y;
- int w;
-
- int lh; // line height
- lh = WI_SPACINGY;
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
- // draw stat titles (top line)
- V_DrawPatch(DM_TOTALSX-SHORT(::g->total->width)/2,
- DM_MATRIXY-WI_SPACINGY+10,
- FB,
- ::g->total);
-
- V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, ::g->killers);
- V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, ::g->victims);
- // draw P?
- x = DM_MATRIXX + DM_SPACINGX;
- y = DM_MATRIXY;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (::g->playeringame[i])
- {
- V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width)/2,
- DM_MATRIXY - WI_SPACINGY,
- FB,
- ::g->wistuff_p[i]);
-
- V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_p[i]->width)/2,
- y,
- FB,
- ::g->wistuff_p[i]);
- // No splitscreen on PC currently
- if (i == ::g->me /* && !gameLocal->IsSplitscreen() */ )
- {
- V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width)/2,
- DM_MATRIXY - WI_SPACINGY,
- FB,
- ::g->bstar);
- V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_p[i]->width)/2,
- y,
- FB,
- ::g->star);
- }
- }
- else
- {
- //V_DrawPatch(x-SHORT(::g->wistuff_bp[i]->width)/2,
- // DM_MATRIXY - WI_SPACINGY, FB, ::g->wistuff_bp[i]);
- //V_DrawPatch(DM_MATRIXX-SHORT(::g->wistuff_bp[i]->width)/2,
- // y, FB, ::g->wistuff_bp[i]);
- }
- x += DM_SPACINGX;
- y += WI_SPACINGY;
- }
- // draw stats
- y = DM_MATRIXY+10;
- w = SHORT(::g->num[0]->width);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- x = DM_MATRIXX + DM_SPACINGX;
- if (::g->playeringame[i])
- {
- for (j=0 ; j<MAXPLAYERS ; j++)
- {
- if (::g->playeringame[j])
- WI_drawNum(x+w, y, ::g->dm_frags[i][j], 2);
- x += DM_SPACINGX;
- }
- WI_drawNum(DM_TOTALSX+w, y, ::g->dm_totals[i], 2);
- }
- y += WI_SPACINGY;
- }
- }
- void WI_initNetgameStats(void)
- {
- int i;
- ::g->state = StatCount;
- ::g->acceleratestage = 0;
- ::g->ng_state = 1;
- ::g->cnt_pause = TICRATE;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_kills[i] = ::g->cnt_items[i] = ::g->cnt_secret[i] = ::g->cnt_frags[i] = 0;
- ::g->dofrags += WI_fragSum(i);
- }
- ::g->dofrags = !!::g->dofrags;
- WI_initAnimatedBack();
- // JAF PS3
- /*
- if ( gameLocal->IsMultiplayer() ) {
- if(gameLocal->IsFullVersion() && gameLocal->liveSession.IsHost( ::g->consoleplayer )) {
- bool endOfMission = false;
- if ( ::g->gamemission == 0 && ::g->gamemap == 30 ) {
- endOfMission = true;
- }
- else if ( ::g->gamemission > 0 && ::g->gamemap == 8 ) {
- endOfMission = true;
- }
- gameLocal->liveSession.GetCoopSession().BeginEndLevel( endOfMission );
- }
- }
- */
- DoomLib::ShowXToContinue( true );
-
- }
- void WI_updateNetgameStats(void)
- {
- int i;
- int fsum;
-
- qboolean stillticking;
- WI_updateAnimatedBack();
- if (::g->acceleratestage && ::g->ng_state != 10)
- {
- ::g->acceleratestage = 0;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_kills[i] = (plrs[i].skills * 100) / ::g->wbs->maxkills;
- ::g->cnt_items[i] = (plrs[i].sitems * 100) / ::g->wbs->maxitems;
- ::g->cnt_secret[i] = (plrs[i].ssecret * 100) / ::g->wbs->maxsecret;
- if (::g->dofrags)
- ::g->cnt_frags[i] = WI_fragSum(i);
- }
- S_StartSound(0, sfx_barexp);
- ::g->ng_state = 10;
- }
- if (::g->ng_state == 2)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_kills[i] += 2;
- if (::g->cnt_kills[i] >= (plrs[i].skills * 100) / ::g->wbs->maxkills)
- ::g->cnt_kills[i] = (plrs[i].skills * 100) / ::g->wbs->maxkills;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ::g->ng_state++;
- }
- }
- else if (::g->ng_state == 4)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_items[i] += 2;
- if (::g->cnt_items[i] >= (plrs[i].sitems * 100) / ::g->wbs->maxitems)
- ::g->cnt_items[i] = (plrs[i].sitems * 100) / ::g->wbs->maxitems;
- else
- stillticking = true;
- }
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ::g->ng_state++;
- }
- }
- else if (::g->ng_state == 6)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_secret[i] += 2;
- if (::g->cnt_secret[i] >= (plrs[i].ssecret * 100) / ::g->wbs->maxsecret)
- ::g->cnt_secret[i] = (plrs[i].ssecret * 100) / ::g->wbs->maxsecret;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_barexp);
- ::g->ng_state += 1 + 2*!::g->dofrags;
- }
- }
- else if (::g->ng_state == 8)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- stillticking = false;
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- ::g->cnt_frags[i] += 1;
- if (::g->cnt_frags[i] >= (fsum = WI_fragSum(i)))
- ::g->cnt_frags[i] = fsum;
- else
- stillticking = true;
- }
-
- if (!stillticking)
- {
- S_StartSound(0, sfx_pldeth);
- ::g->ng_state++;
- }
- }
- else if (::g->ng_state == 10)
- {
- if (::g->acceleratestage)
- {
- if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) {
- S_StartSound(0, sfx_sgcock);
- // need to do this again if they buy it
- localCalculateAchievements(false);
- if (::g->gamemode == commercial){
- WI_initNoState();
- DoomLib::ShowXToContinue( false );
- }
- else{
- WI_initShowNextLoc();
- }
- }
- }
- }
- else if (::g->ng_state & 1)
- {
- if (!--::g->cnt_pause)
- {
- ::g->ng_state++;
- ::g->cnt_pause = TICRATE;
- }
- }
- }
- void WI_drawNetgameStats(void)
- {
- int i;
- int x;
- int y;
- int pwidth = SHORT(::g->percent->width);
- WI_slamBackground();
-
- // draw animated background
- WI_drawAnimatedBack();
- WI_drawLF();
- // draw stat titles (top line)
- V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(::g->kills->width),
- NG_STATSY, FB, ::g->kills);
- V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(::g->items->width),
- NG_STATSY, FB, ::g->items);
- V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(::g->secret->width),
- NG_STATSY, FB, ::g->secret);
-
- if (::g->dofrags)
- V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(::g->wistuff_frags->width),
- NG_STATSY, FB, ::g->wistuff_frags);
- // draw stats
- y = NG_STATSY + SHORT(::g->kills->height);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- if (!::g->playeringame[i])
- continue;
- x = NG_STATSX;
- V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->wistuff_p[i]);
- // No splitscreen on PC
- if (i == ::g->me /* && !gameLocal->IsSplitscreen() */ )
- V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->star);
- x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, ::g->cnt_kills[i]); x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, ::g->cnt_items[i]); x += NG_SPACINGX;
- WI_drawPercent(x-pwidth, y+10, ::g->cnt_secret[i]); x += NG_SPACINGX;
- if (::g->dofrags)
- WI_drawNum(x, y+10, ::g->cnt_frags[i], -1);
- y += WI_SPACINGY;
- }
- }
- void WI_initStats(void)
- {
- ::g->state = StatCount;
- ::g->acceleratestage = 0;
- ::g->sp_state = 1;
- ::g->cnt_kills[0] = ::g->cnt_items[0] = ::g->cnt_secret[0] = -1;
- ::g->cnt_time = ::g->cnt_par = -1;
- ::g->cnt_pause = TICRATE;
- WI_initAnimatedBack();
- DoomLib::ShowXToContinue( true );
- }
- void WI_updateStats(void)
- {
- WI_updateAnimatedBack();
- if (::g->acceleratestage && ::g->sp_state != 10)
- {
- ::g->acceleratestage = 0;
- ::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills;
- ::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems;
- ::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret;
- ::g->cnt_time = plrs[::g->me].stime / TICRATE;
- ::g->cnt_par = ::g->wbs->partime / TICRATE;
- S_StartSound(0, sfx_barexp);
- ::g->sp_state = 10;
- }
- if (::g->sp_state == 2)
- {
- ::g->cnt_kills[0] += 2;
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- if (::g->cnt_kills[0] >= (plrs[::g->me].skills * 100) / ::g->wbs->maxkills)
- {
- ::g->cnt_kills[0] = (plrs[::g->me].skills * 100) / ::g->wbs->maxkills;
- S_StartSound(0, sfx_barexp);
- ::g->sp_state++;
- }
- }
- else if (::g->sp_state == 4)
- {
- ::g->cnt_items[0] += 2;
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- if (::g->cnt_items[0] >= (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems)
- {
- ::g->cnt_items[0] = (plrs[::g->me].sitems * 100) / ::g->wbs->maxitems;
- S_StartSound(0, sfx_barexp);
- ::g->sp_state++;
- }
- }
- else if (::g->sp_state == 6)
- {
- ::g->cnt_secret[0] += 2;
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- if (::g->cnt_secret[0] >= (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret)
- {
- ::g->cnt_secret[0] = (plrs[::g->me].ssecret * 100) / ::g->wbs->maxsecret;
- S_StartSound(0, sfx_barexp);
- ::g->sp_state++;
- }
- }
- else if (::g->sp_state == 8)
- {
- if (!(::g->bcnt&3))
- S_StartSound(0, sfx_pistol);
- ::g->cnt_time += 3;
- if (::g->cnt_time >= plrs[::g->me].stime / TICRATE)
- ::g->cnt_time = plrs[::g->me].stime / TICRATE;
- ::g->cnt_par += 3;
- if (::g->cnt_par >= ::g->wbs->partime / TICRATE)
- {
- ::g->cnt_par = ::g->wbs->partime / TICRATE;
- if (::g->cnt_time >= plrs[::g->me].stime / TICRATE)
- {
- S_StartSound(0, sfx_barexp);
- ::g->sp_state++;
- }
- }
- }
- else if (::g->sp_state == 10)
- {
- if (::g->acceleratestage)
- {
- if ( !::g->demoplayback && ( ::g->usergame || ::g->netgame ) ) {
- S_StartSound(0, sfx_sgcock);
- // need to do this again if they buy it
- localCalculateAchievements(false);
- if (::g->gamemode == commercial) {
- WI_initNoState();
- }
- else{
- WI_initShowNextLoc();
- }
- }
- }
- }
- else if (::g->sp_state & 1)
- {
- if (!--::g->cnt_pause)
- {
- ::g->sp_state++;
- ::g->cnt_pause = TICRATE;
- }
- }
- }
- void WI_drawStats(void)
- {
- // line height
- int lh;
- lh = (3*SHORT(::g->num[0]->height))/2;
- WI_slamBackground();
- // draw animated background
- WI_drawAnimatedBack();
-
- WI_drawLF();
- V_DrawPatch(SP_STATSX, SP_STATSY, FB, ::g->kills);
- WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY, ::g->cnt_kills[0]);
- V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, ::g->items);
- WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+lh, ::g->cnt_items[0]);
- V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, ::g->sp_secret);
- WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+2*lh, ::g->cnt_secret[0]);
- V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, ::g->time);
- WI_drawTime(ORIGINAL_WIDTH/2 - SP_TIMEX, SP_TIMEY, ::g->cnt_time);
- // DHM - Nerve :: Added episode 4 par times
- //if (::g->wbs->epsd < 3)
- //{
- V_DrawPatch(ORIGINAL_WIDTH/2 + SP_TIMEX, SP_TIMEY, FB, ::g->par);
- WI_drawTime(ORIGINAL_WIDTH - SP_TIMEX, SP_TIMEY, ::g->cnt_par);
- //}
- }
- void WI_checkForAccelerate(void)
- {
- int i;
- player_t *player;
- // check for button presses to skip delays
- for (i=0, player = ::g->players ; i<MAXPLAYERS ; i++, player++)
- {
- if (::g->playeringame[i])
- {
- if (player->cmd.buttons & BT_ATTACK)
- {
- if (!player->attackdown) {
- ::g->acceleratestage = 1;
- }
- player->attackdown = true;
- } else {
- player->attackdown = false;
- }
- if (player->cmd.buttons & BT_USE)
- {
- if (!player->usedown) {
- ::g->acceleratestage = 1;
- }
- player->usedown = true;
-
- } else {
- player->usedown = false;
- }
- }
- }
- }
- // Updates stuff each tick
- void WI_Ticker(void)
- {
- // counter for general background animation
- ::g->bcnt++;
- if (::g->bcnt == 1)
- {
- // intermission music
- if ( ::g->gamemode == commercial )
- S_ChangeMusic(mus_dm2int, true);
- else
- S_ChangeMusic(mus_inter, true);
- }
- WI_checkForAccelerate();
- switch (::g->state)
- {
- case StatCount:
- if (::g->deathmatch) WI_updateDeathmatchStats();
- else if (::g->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 (::g->gamemode == commercial)
- strcpy(name, "INTERPIC");
- // DHM - Nerve :: Use our background image
- //strcpy(name, "DMENUPIC");
- else
- sprintf(name, "WIMAP%d", ::g->wbs->epsd);
- if ( ::g->gamemode == retail )
- {
- if (::g->wbs->epsd == 3)
- strcpy(name,"INTERPIC");
- }
- // background
- ::g->bg = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- V_DrawPatch(0, 0, 1, ::g->bg);
- // UNUSED unsigned char *pic = ::g->screens[1];
- // if (::g->gamemode == commercial)
- // {
- // darken the background image
- // while (pic != ::g->screens[1] + SCREENHEIGHT*SCREENWIDTH)
- // {
- // *pic = ::g->colormaps[256*25 + *pic];
- // pic++;
- // }
- //}
- if (::g->gamemode == commercial)
- {
- ::g->NUMCMAPS = 32;
- ::g->lnames = (patch_t **) DoomLib::Z_Malloc(sizeof(patch_t*) * ::g->NUMCMAPS, PU_LEVEL_SHARED, 0);
- for (i=0 ; i < ::g->NUMCMAPS ; i++)
- {
- sprintf(name, "CWILV%2.2d", i);
- ::g->lnames[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- }
- }
- else
- {
- ::g->lnames = (patch_t **) DoomLib::Z_Malloc(sizeof(patch_t*) * ( NUMMAPS ), PU_LEVEL_SHARED, 0);
- for (i=0 ; i<NUMMAPS ; i++)
- {
- sprintf(name, "WILV%d%d", ::g->wbs->epsd, i);
- ::g->lnames[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- }
- // you are here
- ::g->yah[0] = (patch_t*)W_CacheLumpName("WIURH0", PU_LEVEL_SHARED);
- // you are here (alt.)
- ::g->yah[1] = (patch_t*)W_CacheLumpName("WIURH1", PU_LEVEL_SHARED);
- // splat
- ::g->splat = (patch_t*)W_CacheLumpName("WISPLAT", PU_LEVEL_SHARED);
-
- if (::g->wbs->epsd < 3)
- {
- for (j=0;j < ::g->NUMANIMS[::g->wbs->epsd];j++)
- {
- a = &::g->wi_stuff_anims[::g->wbs->epsd][j];
- for (i=0;i<a->nanims;i++)
- {
- // MONDO HACK!
- if (::g->wbs->epsd != 1 || j != 8)
- {
- // animations
- sprintf(name, "WIA%d%.2d%.2d", ::g->wbs->epsd, j, i);
- a->p[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- }
- else
- {
- // HACK ALERT!
- a->p[i] = ::g->wi_stuff_anims[1][4].p[i];
- }
- }
- }
- }
- }
- // More hacks on minus sign.
- ::g->wiminus = (patch_t*)W_CacheLumpName("WIMINUS", PU_LEVEL_SHARED);
- for (i=0;i<10;i++)
- {
- // numbers 0-9
- sprintf(name, "WINUM%d", i);
- ::g->num[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- }
- // percent sign
- ::g->percent = (patch_t*)W_CacheLumpName("WIPCNT", PU_LEVEL_SHARED);
- // "finished"
- ::g->finished = (patch_t*)W_CacheLumpName("WIF", PU_LEVEL_SHARED);
- // "entering"
- ::g->entering = (patch_t*)W_CacheLumpName("WIENTER", PU_LEVEL_SHARED);
- // "kills"
- ::g->kills = (patch_t*)W_CacheLumpName("WIOSTK", PU_LEVEL_SHARED);
- // "scrt"
- ::g->secret = (patch_t*)W_CacheLumpName("WIOSTS", PU_LEVEL_SHARED);
- // "secret"
- ::g->sp_secret = (patch_t*)W_CacheLumpName("WISCRT2", PU_LEVEL_SHARED);
- ::g->items = (patch_t*)W_CacheLumpName("WIOSTI", PU_LEVEL_SHARED);
- // "frgs"
- ::g->wistuff_frags = (patch_t*)W_CacheLumpName("WIFRGS", PU_LEVEL_SHARED);
- // ":"
- ::g->colon = (patch_t*)W_CacheLumpName("WICOLON", PU_LEVEL_SHARED);
- // "time"
- ::g->time = (patch_t*)W_CacheLumpName("WITIME", PU_LEVEL_SHARED);
- // "sucks"
- ::g->sucks = (patch_t*)W_CacheLumpName("WISUCKS", PU_LEVEL_SHARED);
- // "par"
- ::g->par = (patch_t*)W_CacheLumpName("WIPAR", PU_LEVEL_SHARED);
- // "killers" (vertical)
- ::g->killers = (patch_t*)W_CacheLumpName("WIKILRS", PU_LEVEL_SHARED);
- // "victims" (horiz)
- ::g->victims = (patch_t*)W_CacheLumpName("WIVCTMS", PU_LEVEL_SHARED);
- // "total"
- ::g->total = (patch_t*)W_CacheLumpName("WIMSTT", PU_LEVEL_SHARED);
- // your face
- ::g->star = (patch_t*)W_CacheLumpName("STFST01", PU_STATIC_SHARED); // ALAN: this is statically in the game...
- // dead face
- ::g->bstar = (patch_t*)W_CacheLumpName("STFDEAD0", PU_STATIC_SHARED);
- for (i=0 ; i<MAXPLAYERS ; i++)
- {
- // "1,2,3,4"
- sprintf(name, "STPB%d", i);
- ::g->wistuff_p[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- // "1,2,3,4"
- sprintf(name, "WIBP%d", i+1);
- ::g->wistuff_bp[i] = (patch_t*)W_CacheLumpName(name, PU_LEVEL_SHARED);
- }
- }
- void WI_unloadData(void)
- {
- Z_FreeTags( PU_LEVEL_SHARED, PU_LEVEL_SHARED );
- // HACK ALERT - reset these to help stability? they are used for consistency checking
- for (int i=0 ; i<MAXPLAYERS ; i++)
- {
- if (::g->playeringame[i])
- {
- ::g->players[i].mo = NULL;
- }
- }
- ::g->bg = NULL;
- }
- void WI_Drawer (void)
- {
- switch (::g->state)
- {
- case StatCount:
- if (::g->deathmatch)
- WI_drawDeathmatchStats();
- else if (::g->netgame)
- WI_drawNetgameStats();
- else
- WI_drawStats();
- break;
-
- case ShowNextLoc:
- WI_drawShowNextLoc();
- break;
-
- case NoState:
- WI_drawNoState();
- break;
- }
- }
- void WI_initVariables(wbstartstruct_t* wbstartstruct)
- {
- ::g->wbs = wbstartstruct;
- #ifdef RANGECHECKING
- if (::g->gamemode != commercial)
- {
- if ( ::g->gamemode == retail )
- RNGCHECK(::g->wbs->epsd, 0, 3);
- else
- RNGCHECK(::g->wbs->epsd, 0, 2);
- }
- else
- {
- RNGCHECK(::g->wbs->last, 0, 8);
- RNGCHECK(::g->wbs->next, 0, 8);
- }
- RNGCHECK(::g->wbs->pnum, 0, MAXPLAYERS);
- RNGCHECK(::g->wbs->pnum, 0, MAXPLAYERS);
- #endif
- ::g->acceleratestage = 0;
- ::g->cnt = ::g->bcnt = 0;
- ::g->firstrefresh = 1;
- ::g->me = ::g->wbs->pnum;
- plrs = ::g->wbs->plyr;
- if (!::g->wbs->maxkills)
- ::g->wbs->maxkills = 1;
- if (!::g->wbs->maxitems)
- ::g->wbs->maxitems = 1;
- if (!::g->wbs->maxsecret)
- ::g->wbs->maxsecret = 1;
- if ( ::g->gamemode != retail )
- if (::g->wbs->epsd > 2)
- ::g->wbs->epsd -= 3;
- }
- void WI_Start(wbstartstruct_t* wbstartstruct)
- {
- WI_initVariables(wbstartstruct);
- WI_loadData();
- if (::g->deathmatch)
- WI_initDeathmatchStats();
- else if (::g->netgame)
- WI_initNetgameStats();
- else
- WI_initStats();
- }
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