// 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 #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 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; } 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 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 } }; static anim_t epsd1animinfo[] = { { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 } }; static anim_t epsd2animinfo[] = { { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 }, { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 }, 0, 0, {NULL,NULL,NULL}, 0, 0, 0, 0 } }; static int NUMANIMS[NUMEPISODES] = { sizeof(epsd0animinfo)/sizeof(anim_t), sizeof(epsd1animinfo)/sizeof(anim_t), sizeof(epsd2animinfo)/sizeof(anim_t) }; static anim_t *anims[NUMEPISODES] = { epsd0animinfo, epsd1animinfo, epsd2animinfo }; // // GENERAL DATA // // // Locally used stuff. // #define FB 0 // States for single-player #define SP_KILLS 0 #define SP_ITEMS 2 #define SP_SECRET 4 #define SP_FRAGS 6 #define SP_TIME 8 #define SP_PAR ST_TIME #define SP_PAUSE 1 // in seconds #define SHOWNEXTLOCDELAY 4 //#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY // used to accelerate or skip a stage 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* time0; 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; //Prototypes void WI_unloadData(void); // // 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); } // Draws " Finished!" void WI_drawLF(void) { int y = WI_TITLEY; // draw 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 " 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; 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 { // 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;iepsd];i++) { //a = &anims[wbs->epsd][i]; if (wbs->epsd==0) a= &epsd0animinfo[i]; else if (wbs->epsd==1) a= &epsd1animinfo[i]; else a= &epsd2animinfo[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;iepsd];i++) { //a = &anims[wbs->epsd][i]; if (wbs->epsd==0) a= &epsd0animinfo[i]; else if (wbs->epsd==1) a= &epsd1animinfo[i]; else a= &epsd2animinfo[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 ; iepsd] ; i++) { //a = &anims[wbs->epsd][i]; if (wbs->epsd==0) a= &epsd0animinfo[i]; else if (wbs->epsd==1) a= &epsd1animinfo[i]; else a= &epsd2animinfo[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) { // 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) { 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(); } 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; sp_state = 10; } if (sp_state == 2) { cnt_kills[0] += 2; if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills) { cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills; sp_state++; } } else if (sp_state == 4) { cnt_items[0] += 2; if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems) { cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems; sp_state++; } } else if (sp_state == 6) { cnt_secret[0] += 2; if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret) { cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret; sp_state++; } } else if (sp_state == 8) { 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) sp_state++; } } else if (sp_state == 10) { if (acceleratestage) { 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(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, time0); WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time); if (wbs->epsd < 3) { 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 ; icmd.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++; WI_checkForAccelerate(); switch (state) { case StatCount: 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(0, 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 ; iepsd, 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;jepsd];j++) { if (wbs->epsd==0) a= &epsd0animinfo[j]; else if (wbs->epsd==1) a= &epsd1animinfo[j]; else a= &epsd2animinfo[j]; //a = &anims[wbs->epsd][j]; NSPIRE NOT LIKES THIS... for (i=0;inanims;i++) { // MONDO HACK! if (wbs->epsd != 1 || j != 8) { // animations //sprintf(name, "WIA%i%.2i%.2i", wbs->epsd, j, i); //printf("%s \n",name); //Bah, Nspire seems to ignore the precision flags in printf/sprintf... let's do it the old fashioned way, then if (j<10) sprintf(name, "WIA%i0%i0%i",wbs->epsd,j,i); else sprintf(name, "WIA%i%i0%i",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. items = W_CacheLumpName("WIOSTI", PU_STATIC); // "frgs" frags = W_CacheLumpName("WIFRGS", PU_STATIC); // ":" colon = W_CacheLumpName("WICOLON", PU_STATIC); // "time" time0 = 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 ; iepsd < 3) { for (j=0;jepsd];j++) { if (wbs->epsd != 1 || j != 8) { //for (i=0;iepsd][j].nanims;i++) NSPIRE DOESN'T SEEM TO LIKE THIS FOR SOME REASON... // Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE); if (wbs->epsd==0) a= epsd0animinfo[j]; else if (wbs->epsd==1) a= epsd1animinfo[j]; else a= epsd2animinfo[j]; for (i=0;iepsd, 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(); WI_initStats(); }