📄 wi_stuff.c
字号:
// 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 "m_swap.h"
#include "z_zone.h"
#include "m_random.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 50
#define SP_TIMEX 16
#define SP_TIMEY (SCREENHEIGHT-32)
// 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;
} ATTRIBUTE_PACKED 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;
} ATTRIBUTE_PACKED 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* d_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;
// 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;
int left;
int top;
int right;
int bottom;
int x, y;
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);
x = (SCREENWIDTH - bg->width) / 2;
y = (SCREENHEIGHT - bg->height) / 2;
if (fits && i<2)
{
V_DrawPatch(lnodes[wbs->epsd][n].x + x, lnodes[wbs->epsd][n].y + 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(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,
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -