Files
Doom2DosOriginal/WI_STUFF.C
T

1 line
25 KiB
C++

#include "wi_data.h"
#include "dutils.h"
#include "r_local.h"
#include <stdio.h>
//
// GENERAL DATA
//
static int acceleratestage; // used to accelerate or skip a stage
static int me; // wbs->pnum
static stateenum_t state; // specifies current state
static wbstartstruct_t *wbs; // contains information passed into intermission
static wbplayerstruct_t *plrs; // wbs->plyr[]
static int cnt; // used for general timing
static int bcnt; // used for timing of background animation
static int firstrefresh; // signals to refresh everything for one frame
static int cnt_kills[MAXPLAYERS], cnt_items[MAXPLAYERS], cnt_secret[MAXPLAYERS];
static int cnt_time, cnt_par;
static int cnt_pause;
static int NUMCMAPS; // # of commercial levels
// GRAPHICS
static patch_t *bg; // background (map of levels)
static patch_t *yah[2]; // You Are Here graphic
static patch_t *splat; // splat
static patch_t *percent, *colon; // %, : graphics
static patch_t *num[10]; // 0-9 graphic
static patch_t *wiminus; // minus sign
static patch_t *finished; // "Finished!" graphics
static patch_t *entering; // "Entering" graphic
static patch_t *sp_secret; // "secret"
static patch_t *kills, *secret, *items, *frags; // "Kills", "Scrt", "Items", "Frags"
static patch_t *time, *par, *sucks;
static patch_t *killers, *victims; // "killers", "victims"
static patch_t *total, *star, *bstar; // "Total", your face, your dead face
static patch_t *p[MAXPLAYERS]; // "red P[1..MAXPLAYERS]"
static patch_t *bp[MAXPLAYERS]; // "gray P[1..MAXPLAYERS]"
static patch_t **lnames; // Name graphics of each level (centered)
//
// CODE
//
// slam background
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;
// 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;
// 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, left, top, right, bottom;
boolean fits = false;
i = 0;
do {
left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
top = 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(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
FB, c[i]);
} else printf("Could not place patch on level %d", n+1); // DEBUG
}
void WI_initAnimatedBack(void)
{
int i;
anim_t *a;
if (commercial) 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 (commercial) 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;
for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
{
a = &anims[wbs->epsd][i];
if (a->ctr >= 0) V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]);
}
}
//
// draws a number. if digits > 0, then use that many digits minimum,
// otherwise only use as many as necessary. Returns new x position.
//
int WI_drawNum(int x, int y, int n, int digits)
{
int fontwidth = SHORT(num[0]->width);
int neg;
int temp;
if (digits < 0)
{
if (!n) digits = 1; // make variable-length 0's 1 digit long
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, don't 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);
}
void WI_drawTime(int x, int y, int t)
{
int div, 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;
if (div==60 || t / div) V_DrawPatch(x, y, FB, colon); // draw
} while (t / div);
}
else
V_DrawPatch(x - SHORT(sucks->width), y, FB, sucks); // "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, last;
WI_slamBackground();
WI_drawAnimatedBack(); // draw animated background
if (!commercial)
{
last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
for (i=0 ; i<=last ; i++)
WI_drawOnLnode(i, &splat); // draw a splat on taken cities.
if (wbs->didsecret) WI_drawOnLnode(8, &splat); // splat the secret level
if (snl_pointeron) WI_drawOnLnode(wbs->next, yah); // draw flashing ptr
}
if (!commercial || wbs->next != 30)
WI_drawEL(); // draws which level you're entering..
}
void WI_drawNoState(void)
{
snl_pointeron = true;
WI_drawShowNextLoc();
}
int WI_fragSum(int playernum)
{
int i, frags = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[i] && i!=playernum) frags += plrs[playernum].frags[i];
//============== JDC hack
frags -= plrs[playernum].frags[playernum];
// 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, 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, 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 (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, j, x, y, w;
int lh; // line height
lh = WI_SPACINGY;
WI_slamBackground();
WI_drawAnimatedBack(); // draw animated background
WI_drawLF();
// draw stat titles (top line)
V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2, DM_MATRIXY-WI_SPACINGY+10,
FB, total);
V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers);
V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims);
// draw P?'s.
x = DM_MATRIXX + DM_SPACINGX;
y = DM_MATRIXY;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
V_DrawPatch(x-SHORT(p[i]->width)/2, DM_MATRIXY - WI_SPACINGY, FB, p[i]);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2, y, FB, p[i]);
if (i == me)
{
V_DrawPatch(x-SHORT(p[i]->width)/2, DM_MATRIXY - WI_SPACINGY,
FB, bstar);
V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2, y, FB, star);
}
} else {
// V_DrawPatch(x-SHORT(bp[i]->width)/2, DM_MATRIXY - WI_SPACINGY, FB, bp[i]);
// V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2, y, FB, bp[i]);
}
x += DM_SPACINGX;
y += WI_SPACINGY;
}
// draw stats
y = DM_MATRIXY+10;
w = SHORT(num[0]->width);
for (i=0 ; i<MAXPLAYERS ; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j])
WI_drawNum(x+w, y, dm_frags[i][j], 2);
x += DM_SPACINGX;
}
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
}
y += WI_SPACINGY;
}
}
static int cnt_frags[MAXPLAYERS];
static int dofrags;
static int ng_state;
void WI_initNetgameStats(void)
{
int i;
state = StatCount;
acceleratestage = 0;
ng_state = 1;
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i]) continue;
cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
dofrags += WI_fragSum(i);
}
dofrags = !!dofrags;
WI_initAnimatedBack();
}
void WI_updateNetgameStats(void)
{
int i, 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 (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, x, y, pwidth = SHORT(percent->width);
WI_slamBackground();
WI_drawAnimatedBack(); // draw animated background
WI_drawLF();
// draw stat titles (top line)
V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width), NG_STATSY, FB, kills);
V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width), NG_STATSY, FB,
items);
V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width), NG_STATSY, FB,
secret);
if (dofrags) V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
NG_STATSY, FB, frags);
// draw stats
y = NG_STATSY + SHORT(kills->height);
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i]) continue;
x = NG_STATSX;
V_DrawPatch(x-SHORT(p[i]->width), y, FB, p[i]);
if (i == me)
V_DrawPatch(x-SHORT(p[i]->width), y, FB, star);
x += NG_SPACINGX;
WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX;
WI_drawPercent(x-pwidth, y+10, cnt_items[i]); x += NG_SPACINGX;
WI_drawPercent(x-pwidth, y+10, cnt_secret[i]); x += NG_SPACINGX;
if (dofrags) WI_drawNum(x, y+10, cnt_frags[i], -1);
y += WI_SPACINGY;
}
}
static int sp_state;
void WI_initStats(void)
{
state = StatCount;
acceleratestage = 0;
sp_state = 1;
cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
cnt_time = cnt_par = -1;
cnt_pause = TICRATE;
WI_initAnimatedBack();
}
void WI_updateStats(void)
{
WI_updateAnimatedBack();
if (acceleratestage && sp_state != 10)
{
acceleratestage = 0;
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
cnt_time = plrs[me].stime / TICRATE;
cnt_par = wbs->partime / TICRATE;
S_StartSound(0, sfx_barexp);
sp_state = 10;
}
if (sp_state == 2)
{
cnt_kills[0] += 2;
if (!(bcnt&3)) S_StartSound(0, sfx_pistol);
if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
{
cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 4)
{
cnt_items[0] += 2;
if (!(bcnt&3)) S_StartSound(0, sfx_pistol);
if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
{
cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 6)
{
cnt_secret[0] += 2;
if (!(bcnt&3)) S_StartSound(0, sfx_pistol);
if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret)
{
cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
else if (sp_state == 8)
{
if (!(bcnt&3)) S_StartSound(0, sfx_pistol);
cnt_time += 3;
if (cnt_time >= plrs[me].stime / TICRATE)
cnt_time = plrs[me].stime / TICRATE;
cnt_par += 3;
if (cnt_par >= wbs->partime / TICRATE)
{
cnt_par = wbs->partime / TICRATE;
if (cnt_time >= plrs[me].stime / TICRATE)
{
S_StartSound(0, sfx_barexp);
sp_state++;
}
}
}
else if (sp_state == 10)
{
if (acceleratestage)
{
S_StartSound(0, sfx_sgcock);
if (commercial)
WI_initNoState();
else
WI_initShowNextLoc();
}
}
else if (sp_state & 1)
{
if (!--cnt_pause)
{
sp_state++;
cnt_pause = TICRATE;
}
}
}
void WI_drawStats(void)
{
int lh; // line height
lh = (3*SHORT(num[0]->height))/2;
WI_slamBackground();
WI_drawAnimatedBack(); // draw animated background
WI_drawLF();
V_DrawPatch(SP_STATSX, SP_STATSY, FB, kills);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, items);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret);
WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, time);
WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, FB, par);
WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
}
void WI_checkForAccelerate(void)
{
int i;
player_t *player;
// check for button presses to skip delays
for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
if (playeringame[i])
{
if (player->cmd.buttons & BT_ATTACK)
{
if (!player->attackdown)
acceleratestage = 1;
player->attackdown = true;
}
else
player->attackdown = false;
if (player->cmd.buttons & BT_USE)
{
if (!player->usedown)
acceleratestage = 1;
player->usedown = true;
}
else
player->usedown = false;
}
}
// Updates stuff each tick
void WI_Ticker(void)
{
bcnt++; // counter for general background animation
if (bcnt == 1)
{
commercial ?
S_ChangeMusic(mus_dm2int, true):
S_ChangeMusic(mus_inter, true); // intermission music
}
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, j;
char name[9];
anim_t *a;
unsigned char *pic = screens[1];
if (commercial)
strcpy(name, "INTERPIC");
else
sprintf(name, "WIMAP%d", wbs->epsd);
bg = W_CacheLumpName(name, PU_CACHE); // background
V_DrawPatch(0, 0, 1, bg);
/*
if (commercial)
// if (0)
{
// darken the background image
while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH)
{
*pic = colormaps[256*25 + *pic];
pic++;
}
}
*/
if (commercial)
{
#if 0
int level_start;
level_start = GetNumForName("CLVSTART")+1;
NUMCMAPS = W_GetNumForName("CLVEND") - level_start + 1;
lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
PU_STATIC, 0);
for (i=0 ; i<NUMCMAPS ; i++)
{
lnames[i] = W_CacheLumpNum(level_start + i, PU_STATIC,);
}
#endif
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);
}
yah[0] = W_CacheLumpName("WIURH0", PU_STATIC); // you are here
yah[1] = W_CacheLumpName("WIURH1", PU_STATIC); // you are here (alt.)
splat = W_CacheLumpName("WISPLAT", PU_STATIC); // splat
for (j=0;j<NUMANIMS[wbs->epsd];j++)
{
a = &anims[wbs->epsd][j];
for (i=0;i<a->nanims;i++)
{
if (wbs->epsd != 1 || j != 8) // MONDO HACK!
{
sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i); // animations
a->p[i] = W_CacheLumpName(name, PU_STATIC);
} else {
a->p[i] = anims[1][4].p[i]; // HACK ALERT!
}
}
}
}
wiminus = W_CacheLumpName("WIMINUS", PU_STATIC); // minus sign
for (i=0;i<10;i++)
{
sprintf(name, "WINUM%d", i); // numbers 0-9
num[i] = W_CacheLumpName(name, PU_STATIC);
}
percent = W_CacheLumpName("WIPCNT", PU_STATIC); // percent sign
finished = W_CacheLumpName("WIF", PU_STATIC); // "finished"
entering = W_CacheLumpName("WIENTER", PU_STATIC); // "entering"
kills = W_CacheLumpName("WIOSTK", PU_STATIC); // "kills"
secret = W_CacheLumpName("WIOSTS", PU_STATIC); // "scrt"
sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC); // "secret"
if (french)
{
if (netgame && !deathmatch)
items = W_CacheLumpName("WIOBJ", PU_STATIC); // "items"
else
items = W_CacheLumpName("WIOSTI", PU_STATIC); // "items"
} else
items = W_CacheLumpName("WIOSTI", PU_STATIC); // "items"
frags = W_CacheLumpName("WIFRGS", PU_STATIC); // "frgs"
colon = W_CacheLumpName("WICOLON", PU_STATIC); // ":"
time = W_CacheLumpName("WITIME", PU_STATIC); // "time"
sucks = W_CacheLumpName("WISUCKS", PU_STATIC); // "sucks"
par = W_CacheLumpName("WIPAR", PU_STATIC); // "par"
killers = W_CacheLumpName("WIKILRS", PU_STATIC); // "killers" (vertical)
victims = W_CacheLumpName("WIVCTMS", PU_STATIC); // "victims" (horiz)
total = W_CacheLumpName("WIMSTT", PU_STATIC); // "total"
star = W_CacheLumpName("STFST01", PU_STATIC); // your face
bstar = W_CacheLumpName("STFDEAD0", PU_STATIC); // dead face
for (i=0 ; i<MAXPLAYERS ; i++)
{
sprintf(name, "STPB%d", i); // "1,2,3,4"
p[i] = W_CacheLumpName(name, PU_STATIC);
sprintf(name, "WIBP%d", i+1); // "1,2,3,4"
bp[i] = W_CacheLumpName(name, PU_STATIC);
}
}
void WI_unloadData(void)
{
int i, j;
Z_ChangeTag(wiminus, PU_CACHE);
for (i=0 ; i<10 ; i++) Z_ChangeTag(num[i], PU_CACHE);
if (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);
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 (!commercial)
{
RNGCHECK(wbs->epsd, 0, 2);
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 (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();
}