blankart/src/y_inter.c
Eidolon f7ec2f182f Uncapped (squashed v2)
Squashed SRB2 2.2 Public uncapped without UDMF merge

Implement interpolation at the renderer level

Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 6ecac4159a too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.

Adjust spawned mobj z by gravity inversion

Only check VERTICALFLIP for old_z calc

Fix Marathon Mode menu for uncapped

Move screenshot code before timing

Only play emerald hunt sounds on new tics

Restore deleted zofs (fixes signpost sparkles etc)

Revert to before screenUpdate boolean was added

Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.

Run UpdateLevelInterpolators in preticker

Fixes KartKrew/Kart-Public#10

Run UpdateMobjInterpolators in preticker

Reset view interp in preticker

Add per-split player view resets
2022-05-06 22:47:39 -05:00

1945 lines
47 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2004-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file y_inter.c
/// \brief Tally screens, or "Intermissions" as they were formally called in Doom
#include "doomdef.h"
#include "doomstat.h"
#include "d_main.h"
#include "f_finale.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "i_net.h"
#include "i_video.h"
#include "p_tick.h"
#include "r_defs.h"
#include "r_skins.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "v_video.h"
#include "w_wad.h"
#include "y_inter.h"
#include "z_zone.h"
#include "m_menu.h"
#include "m_misc.h"
#include "i_system.h"
#include "p_setup.h"
#include "r_local.h"
#include "p_local.h"
#include "m_cond.h" // condition sets
#include "lua_hook.h" // IntermissionThinker hook
#include "lua_hud.h"
#include "lua_hudlib_drawlist.h"
#include "m_random.h" // M_RandomKey
#include "g_input.h" // PlayerInputDown
#include "k_battle.h"
#include "k_boss.h"
#include "k_pwrlv.h"
#include "console.h" // cons_menuhighlight
#include "k_grandprix.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
typedef struct
{
char patch[9];
INT32 points;
UINT8 display;
} y_bonus_t;
typedef struct
{
INT32 *character[MAXPLAYERS]; // Winner's character #
UINT16 *color[MAXPLAYERS]; // Winner's color #
SINT8 num[MAXPLAYERS]; // Winner's player #
char *name[MAXPLAYERS]; // Winner's name
UINT8 numplayers; // Number of players being displayed
char levelstring[64]; // holds levelnames up to 64 characters
// SRB2kart
INT16 increase[MAXPLAYERS]; // how much did the score increase by?
UINT8 jitter[MAXPLAYERS]; // wiggle
UINT32 val[MAXPLAYERS]; // Gametype-specific value
UINT8 pos[MAXPLAYERS]; // player positions. used for ties
boolean rankingsmode; // rankings mode
boolean encore; // encore mode
} y_data;
static y_data data;
// graphics
static patch_t *bgpatch = NULL; // INTERSCR
static patch_t *widebgpatch = NULL;
static patch_t *bgtile = NULL; // SPECTILE/SRB2BACK
static patch_t *interpic = NULL; // custom picture defined in map header
static boolean usetile;
static INT32 timer;
typedef struct
{
INT32 source_width, source_height;
INT32 source_bpp, source_rowbytes;
UINT8 *source_picture;
INT32 target_width, target_height;
INT32 target_bpp, target_rowbytes;
UINT8 *target_picture;
} y_buffer_t;
boolean usebuffer = false;
static boolean useinterpic;
static INT32 powertype = PWRLV_DISABLED;
static y_buffer_t *y_buffer;
static INT32 intertic;
static INT32 endtic = -1;
static INT32 sorttic = -1;
intertype_t intertype = int_none;
intertype_t intermissiontypes[NUMGAMETYPES];
static huddrawlist_h luahuddrawlist_intermission;
static void Y_FollowIntermission(void);
static void Y_RescaleScreenBuffer(void);
static void Y_UnloadData(void);
// SRB2Kart: voting stuff
// Level images
typedef struct
{
char str[62];
UINT8 gtc;
const char *gts;
patch_t *pic;
boolean encore;
} y_votelvlinfo;
// Clientside & splitscreen player info.
typedef struct
{
SINT8 selection;
UINT8 delay;
} y_voteplayer;
typedef struct
{
y_voteplayer playerinfo[4];
UINT8 ranim;
UINT8 rtics;
UINT8 roffset;
UINT8 rsynctime;
UINT8 rendoff;
boolean loaded;
} y_voteclient;
static y_votelvlinfo levelinfo[5];
static y_voteclient voteclient;
static INT32 votetic;
static INT32 voteendtic = -1;
static boolean votenotyetpicked;
static patch_t *cursor = NULL;
static patch_t *cursor1 = NULL;
static patch_t *cursor2 = NULL;
static patch_t *cursor3 = NULL;
static patch_t *cursor4 = NULL;
static patch_t *randomlvl = NULL;
static patch_t *rubyicon = NULL;
static void Y_UnloadVoteData(void);
//
// SRB2Kart - Y_CalculateMatchData and ancillary functions
//
static void Y_CompareTime(INT32 i)
{
UINT32 val = ((players[i].pflags & PF_NOCONTEST || players[i].realtime == UINT32_MAX)
? (UINT32_MAX-1) : players[i].realtime);
if (!(val < data.val[data.numplayers]))
return;
data.val[data.numplayers] = val;
data.num[data.numplayers] = i;
}
static void Y_CompareScore(INT32 i)
{
UINT32 val = ((players[i].pflags & PF_NOCONTEST)
? (UINT32_MAX-1) : players[i].roundscore);
if (!(data.val[data.numplayers] == UINT32_MAX
|| (!(players[i].pflags & PF_NOCONTEST) && val > data.val[data.numplayers])))
return;
data.val[data.numplayers] = val;
data.num[data.numplayers] = i;
}
static void Y_CompareRank(INT32 i)
{
INT16 increase = ((data.increase[i] == INT16_MIN) ? 0 : data.increase[i]);
UINT32 score = players[i].score;
if (powertype != PWRLV_DISABLED)
{
score = clientpowerlevels[i][powertype];
}
if (!(data.val[data.numplayers] == UINT32_MAX || (score - increase) > data.val[data.numplayers]))
return;
data.val[data.numplayers] = (score - increase);
data.num[data.numplayers] = i;
}
static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
{
INT32 i, j;
boolean completed[MAXPLAYERS];
INT32 numplayersingame = 0, numgriefers = 0;
// Initialize variables
if (rankingsmode > 1)
;
else if ((data.rankingsmode = (boolean)rankingsmode))
{
sprintf(data.levelstring, "* Total Rankings *");
data.encore = false;
}
else
{
// set up the levelstring
if (bossinfo.boss == true && bossinfo.enemyname)
{
snprintf(data.levelstring,
sizeof data.levelstring,
"* %s *",
bossinfo.enemyname);
}
else if (mapheaderinfo[prevmap]->levelflags & LF_NOZONE)
{
if (mapheaderinfo[prevmap]->actnum > 0)
snprintf(data.levelstring,
sizeof data.levelstring,
"* %s %d *",
mapheaderinfo[prevmap]->lvlttl, mapheaderinfo[prevmap]->actnum);
else
snprintf(data.levelstring,
sizeof data.levelstring,
"* %s *",
mapheaderinfo[prevmap]->lvlttl);
}
else
{
const char *zonttl = (mapheaderinfo[prevmap]->zonttl[0] ? mapheaderinfo[prevmap]->zonttl : "ZONE");
if (mapheaderinfo[prevmap]->actnum > 0)
snprintf(data.levelstring,
sizeof data.levelstring,
"* %s %s %d *",
mapheaderinfo[prevmap]->lvlttl, zonttl, mapheaderinfo[prevmap]->actnum);
else
snprintf(data.levelstring,
sizeof data.levelstring,
"* %s %s *",
mapheaderinfo[prevmap]->lvlttl, zonttl);
}
data.levelstring[sizeof data.levelstring - 1] = '\0';
data.encore = encoremode;
memset(data.jitter, 0, sizeof (data.jitter));
}
for (i = 0; i < MAXPLAYERS; i++)
{
data.val[i] = UINT32_MAX;
if (nospectategrief[i] != -1)
numgriefers++;
if (!playeringame[i] || players[i].spectator)
{
data.increase[i] = INT16_MIN;
continue;
}
if (!rankingsmode)
data.increase[i] = INT16_MIN;
numplayersingame++;
}
memset(data.color, 0, sizeof (data.color));
memset(data.character, 0, sizeof (data.character));
memset(completed, 0, sizeof (completed));
data.numplayers = 0;
for (j = 0; j < numplayersingame; j++)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || completed[i])
continue;
comparison(i);
}
i = data.num[data.numplayers];
completed[i] = true;
data.color[data.numplayers] = &players[i].skincolor;
data.character[data.numplayers] = &players[i].skin;
data.name[data.numplayers] = player_names[i];
if (data.numplayers && (data.val[data.numplayers] == data.val[data.numplayers-1]))
{
data.pos[data.numplayers] = data.pos[data.numplayers-1];
}
else
{
data.pos[data.numplayers] = data.numplayers+1;
}
if ((powertype == PWRLV_DISABLED)
&& (!rankingsmode)
&& !(players[i].pflags & PF_NOCONTEST)
&& (data.pos[data.numplayers] < (numplayersingame + numgriefers)))
{
// Online rank is handled further below in this file.
data.increase[i] = K_CalculateGPRankPoints(data.pos[data.numplayers], numplayersingame + numgriefers);
players[i].score += data.increase[i];
}
if (demo.recording && !rankingsmode)
{
G_WriteStanding(
data.pos[data.numplayers],
data.name[data.numplayers],
*data.character[data.numplayers],
*data.color[data.numplayers],
data.val[data.numplayers]
);
}
data.numplayers++;
}
}
//
// Y_ConsiderScreenBuffer
//
// Can we copy the current screen to a buffer?
//
void Y_ConsiderScreenBuffer(void)
{
if (gameaction != ga_completed)
return;
if (y_buffer == NULL)
y_buffer = Z_Calloc(sizeof(y_buffer_t), PU_STATIC, NULL);
else
return;
y_buffer->source_width = vid.width;
y_buffer->source_height = vid.height;
y_buffer->source_bpp = vid.bpp;
y_buffer->source_rowbytes = vid.rowbytes;
y_buffer->source_picture = ZZ_Alloc(y_buffer->source_width*vid.bpp * y_buffer->source_height);
VID_BlitLinearScreen(screens[1], y_buffer->source_picture, vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
// Make the rescaled screen buffer
Y_RescaleScreenBuffer();
}
//
// Y_RescaleScreenBuffer
//
// Write the rescaled source picture, to the destination picture that has the current screen's resolutions.
//
static void Y_RescaleScreenBuffer(void)
{
INT32 sx, sy; // source
INT32 dx, dy; // dest
fixed_t scalefac, yscalefac;
fixed_t rowfrac, colfrac;
UINT8 *dest;
// Who knows?
if (y_buffer == NULL)
return;
if (y_buffer->target_picture)
Z_Free(y_buffer->target_picture);
y_buffer->target_width = vid.width;
y_buffer->target_height = vid.height;
y_buffer->target_rowbytes = vid.rowbytes;
y_buffer->target_bpp = vid.bpp;
y_buffer->target_picture = ZZ_Alloc(y_buffer->target_width*vid.bpp * y_buffer->target_height);
dest = y_buffer->target_picture;
scalefac = FixedDiv(y_buffer->target_width*FRACUNIT, y_buffer->source_width*FRACUNIT);
yscalefac = FixedDiv(y_buffer->target_height*FRACUNIT, y_buffer->source_height*FRACUNIT);
rowfrac = FixedDiv(FRACUNIT, yscalefac);
colfrac = FixedDiv(FRACUNIT, scalefac);
for (sy = 0, dy = 0; sy < (y_buffer->source_height << FRACBITS) && dy < y_buffer->target_height; sy += rowfrac, dy++)
for (sx = 0, dx = 0; sx < (y_buffer->source_width << FRACBITS) && dx < y_buffer->target_width; sx += colfrac, dx += y_buffer->target_bpp)
dest[(dy * y_buffer->target_rowbytes) + dx] = y_buffer->source_picture[((sy>>FRACBITS) * y_buffer->source_width) + (sx>>FRACBITS)];
}
//
// Y_CleanupScreenBuffer
//
// Free all related memory.
//
void Y_CleanupScreenBuffer(void)
{
// Who knows?
if (y_buffer == NULL)
return;
if (y_buffer->target_picture)
Z_Free(y_buffer->target_picture);
if (y_buffer->source_picture)
Z_Free(y_buffer->source_picture);
Z_Free(y_buffer);
y_buffer = NULL;
}
//
// Y_IntermissionDrawer
//
// Called by D_Display. Nothing is modified here; all it does is draw. (SRB2Kart: er, about that...)
// Neat concept, huh?
//
void Y_IntermissionDrawer(void)
{
INT32 i, whiteplayer = MAXPLAYERS, x = 4, hilicol = V_YELLOWMAP; // fallback
if (intertype == int_none || rendermode == render_none)
return;
if (useinterpic)
V_DrawScaledPatch(0, 0, 0, interpic);
else if (!usetile)
{
if (rendermode == render_soft && usebuffer)
{
// no y_buffer
if (y_buffer == NULL)
VID_BlitLinearScreen(screens[1], screens[0], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
else
{
// Maybe the resolution changed?
if ((y_buffer->target_width != vid.width) || (y_buffer->target_height != vid.height))
Y_RescaleScreenBuffer();
// Blit the already-scaled screen buffer to the current screen
VID_BlitLinearScreen(y_buffer->target_picture, screens[0], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
}
}
#ifdef HWRENDER
else if (rendermode != render_soft && usebuffer)
HWR_DrawIntermissionBG();
#endif
else if (bgpatch)
{
fixed_t hs = vid.width * FRACUNIT / BASEVIDWIDTH;
fixed_t vs = vid.height * FRACUNIT / BASEVIDHEIGHT;
V_DrawStretchyFixedPatch(0, 0, hs, vs, V_NOSCALEPATCH, bgpatch, NULL);
}
}
else if (bgtile)
V_DrawPatchFill(bgtile);
if (renderisnewtic)
{
LUA_HUD_ClearDrawList(luahuddrawlist_intermission);
LUAh_IntermissionHUD(luahuddrawlist_intermission);
}
LUA_HUD_DrawList(luahuddrawlist_intermission);
if (!LUA_HudEnabled(hud_intermissiontally))
goto skiptallydrawer;
if (usebuffer) // Fade everything out
V_DrawFadeScreen(0xFF00, 22);
if (!r_splitscreen)
whiteplayer = demo.playback ? displayplayers[0] : consoleplayer;
if (cons_menuhighlight.value)
hilicol = cons_menuhighlight.value;
else if (modeattacking)
hilicol = V_ORANGEMAP;
else
hilicol = ((intertype == int_race) ? V_SKYMAP : V_REDMAP);
if (sorttic != -1 && intertic > sorttic)
{
INT32 count = (intertic - sorttic);
if (count < 8)
x -= ((count * vid.width) / (8 * vid.dupx));
else if (count == 8)
goto skiptallydrawer;
else if (count < 16)
x += (((16 - count) * vid.width) / (8 * vid.dupx));
}
if (intertype == int_race || intertype == int_battle || intertype == int_battletime)
{
#define NUMFORNEWCOLUMN 8
INT32 y = 41, gutter = ((data.numplayers > NUMFORNEWCOLUMN) ? 0 : (BASEVIDWIDTH/2));
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
const char *timeheader;
int y2;
if (data.rankingsmode)
{
if (powertype == PWRLV_DISABLED)
{
timeheader = "RANK";
}
else
{
timeheader = "PWR.LV";
}
}
else
{
switch (intertype)
{
case int_battle:
timeheader = "SCORE";
break;
default:
timeheader = "TIME";
break;
}
}
// draw the level name
V_DrawCenteredString(-4 + x + BASEVIDWIDTH/2, 12, 0, data.levelstring);
V_DrawFill((x-3) - duptweak, 34, dupadjust-2, 1, 0);
if (data.encore)
V_DrawCenteredString(-4 + x + BASEVIDWIDTH/2, 12-8, hilicol, "ENCORE MODE");
if (data.numplayers > NUMFORNEWCOLUMN)
{
V_DrawFill(x+156, 24, 1, 158, 0);
V_DrawFill((x-3) - duptweak, 182, dupadjust-2, 1, 0);
V_DrawCenteredString(x+6+(BASEVIDWIDTH/2), 24, hilicol, "#");
V_DrawString(x+36+(BASEVIDWIDTH/2), 24, hilicol, "NAME");
V_DrawRightAlignedString(x+152, 24, hilicol, timeheader);
}
V_DrawCenteredString(x+6, 24, hilicol, "#");
V_DrawString(x+36, 24, hilicol, "NAME");
V_DrawRightAlignedString(x+(BASEVIDWIDTH/2)+152, 24, hilicol, timeheader);
for (i = 0; i < data.numplayers; i++)
{
boolean dojitter = data.jitter[data.num[i]];
data.jitter[data.num[i]] = 0;
if (data.num[i] != MAXPLAYERS && playeringame[data.num[i]] && !players[data.num[i]].spectator)
{
char strtime[MAXPLAYERNAME+1];
if (dojitter)
y--;
V_DrawCenteredString(x+6, y, 0, va("%d", data.pos[i]));
if (data.color[i])
{
UINT8 *colormap = R_GetTranslationColormap(*data.character[i], *data.color[i], GTC_CACHE);
V_DrawMappedPatch(x+16, y-4, 0, faceprefix[*data.character[i]][FACE_RANK], colormap);
}
if (data.num[i] == whiteplayer)
{
UINT8 cursorframe = (intertic / 4) % 8;
V_DrawScaledPatch(x+16, y-4, 0, W_CachePatchName(va("K_CHILI%d", cursorframe+1), PU_CACHE));
}
STRBUFCPY(strtime, data.name[i]);
y2 = y;
if ((netgame || (demo.playback && demo.netgame)) && playerconsole[data.num[i]] == 0 && server_lagless && !players[data.num[i]].bot)
{
static int alagles_timer = 0;
patch_t *alagles;
y2 = ( y - 4 );
V_DrawScaledPatch(x + 36, y2, 0, W_CachePatchName(va("BLAGLES%d", (intertic / 3) % 6), PU_CACHE));
// every 70 tics
if (( leveltime % 70 ) == 0)
{
alagles_timer = 9;
}
if (alagles_timer > 0)
{
alagles = W_CachePatchName(va("ALAGLES%d", alagles_timer), PU_CACHE);
V_DrawScaledPatch(x + 36, y2, 0, alagles);
if (( leveltime % 2 ) == 0)
alagles_timer--;
}
else
{
alagles = W_CachePatchName("ALAGLES0", PU_CACHE);
V_DrawScaledPatch(x + 36, y2, 0, alagles);
}
y2 += SHORT (alagles->height) + 1;
}
if (data.numplayers > NUMFORNEWCOLUMN)
V_DrawThinString(x+36, y2-1, ((data.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
else
V_DrawString(x+36, y2, ((data.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
if (data.rankingsmode)
{
if (powertype != PWRLV_DISABLED && !clientpowerlevels[data.num[i]][powertype])
{
// No power level (splitscreen guests)
STRBUFCPY(strtime, "----");
}
else
{
if (data.increase[data.num[i]] != INT16_MIN)
{
snprintf(strtime, sizeof strtime, "(%d)", data.increase[data.num[i]]);
if (data.numplayers > NUMFORNEWCOLUMN)
V_DrawRightAlignedThinString(x+133+gutter, y-1, V_6WIDTHSPACE, strtime);
else
V_DrawRightAlignedString(x+118+gutter, y, 0, strtime);
}
snprintf(strtime, sizeof strtime, "%d", data.val[i]);
}
if (data.numplayers > NUMFORNEWCOLUMN)
V_DrawRightAlignedThinString(x+152+gutter, y-1, V_6WIDTHSPACE, strtime);
else
V_DrawRightAlignedString(x+152+gutter, y, 0, strtime);
}
else
{
if (data.val[i] == (UINT32_MAX-1))
V_DrawRightAlignedThinString(x+152+gutter, y-1, (data.numplayers > NUMFORNEWCOLUMN ? V_6WIDTHSPACE : 0), "NO CONTEST.");
else
{
if (intertype == int_race || intertype == int_battletime)
{
snprintf(strtime, sizeof strtime, "%i'%02i\"%02i", G_TicsToMinutes(data.val[i], true),
G_TicsToSeconds(data.val[i]), G_TicsToCentiseconds(data.val[i]));
strtime[sizeof strtime - 1] = '\0';
if (data.numplayers > NUMFORNEWCOLUMN)
V_DrawRightAlignedThinString(x+152+gutter, y-1, V_6WIDTHSPACE, strtime);
else
V_DrawRightAlignedString(x+152+gutter, y, 0, strtime);
}
else
{
if (data.numplayers > NUMFORNEWCOLUMN)
V_DrawRightAlignedThinString(x+152+gutter, y-1, V_6WIDTHSPACE, va("%i", data.val[i]));
else
V_DrawRightAlignedString(x+152+gutter, y, 0, va("%i", data.val[i]));
}
}
}
if (dojitter)
y++;
}
else
data.num[i] = MAXPLAYERS; // this should be the only field setting in this function
y += 18;
if (i == NUMFORNEWCOLUMN-1)
{
y = 41;
x += BASEVIDWIDTH/2;
}
#undef NUMFORNEWCOLUMN
}
}
skiptallydrawer:
if (!LUA_HudEnabled(hud_intermissionmessages))
return;
if (timer && grandprixinfo.gp == false && bossinfo.boss == false)
{
char *string;
INT32 tickdown = (timer+1)/TICRATE;
if (multiplayer && demo.playback)
string = va("Replay ends in %d", tickdown);
else
string = va("%s starts in %d", cv_advancemap.string, tickdown);
V_DrawCenteredString(BASEVIDWIDTH/2, 188, hilicol,
string);
}
if ((demo.recording || demo.savemode == DSM_SAVED) && !demo.playback)
switch (demo.savemode)
{
case DSM_NOTSAVING:
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|hilicol, "Look Backward: Save replay");
break;
case DSM_SAVED:
V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|hilicol, "Replay saved!");
break;
case DSM_TITLEENTRY:
ST_DrawDemoTitleEntry();
break;
default: // Don't render any text here
break;
}
//if ((intertic/TICRATE) & 1) // Make it obvious that scrambling is happening next round. (OR NOT, I GUESS)
//{
/*if (cv_scrambleonchange.value && cv_teamscramble.value)
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, hilicol, M_GetText("Teams will be scrambled next round!"));*/
if (speedscramble != -1 && speedscramble != gamespeed)
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-24, hilicol|V_ALLOWLOWERCASE|V_SNAPTOBOTTOM,
va(M_GetText("Next race will be %s Speed!"), kartspeed_cons_t[1+speedscramble].strvalue));
//}
}
//
// Y_Ticker
//
// Manages fake score tally for single player end of act, and decides when intermission is over.
//
void Y_Ticker(void)
{
if (intertype == int_none)
return;
if (demo.recording)
{
if (demo.savemode == DSM_NOTSAVING && PlayerInputDown(1, gc_lookback))
demo.savemode = DSM_TITLEENTRY;
if (demo.savemode == DSM_WILLSAVE || demo.savemode == DSM_WILLAUTOSAVE)
G_SaveDemo();
}
// Check for pause or menu up in single player
if (paused || P_AutoPause())
return;
LUAh_IntermissionThinker();
intertic++;
// Team scramble code for team match and CTF.
// Don't do this if we're going to automatically scramble teams next round.
/*if (G_GametypeHasTeams() && cv_teamscramble.value && !cv_scrambleonchange.value && server)
{
// If we run out of time in intermission, the beauty is that
// the P_Ticker() team scramble code will pick it up.
if ((intertic % (TICRATE/7)) == 0)
P_DoTeamscrambling();
}*/
// multiplayer uses timer (based on cv_inttime)
if (timer)
{
if (!--timer)
{
Y_EndIntermission();
G_AfterIntermission();
return;
}
}
// single player is hardcoded to go away after awhile
else if (intertic == endtic)
{
Y_EndIntermission();
G_AfterIntermission();
return;
}
if (intertic < TICRATE || intertic & 1 || endtic != -1)
return;
if (intertype == int_race || intertype == int_battle || intertype == int_battletime)
{
//if (!(multiplayer && demo.playback)) // Don't advance to rankings in replays
{
if (!data.rankingsmode && sorttic != -1 && (intertic >= sorttic + 8))
{
Y_CalculateMatchData(1, Y_CompareRank);
}
if (data.rankingsmode && intertic > sorttic+16+(2*TICRATE))
{
INT32 q=0,r=0;
boolean kaching = true;
for (q = 0; q < data.numplayers; q++)
{
if (data.num[q] == MAXPLAYERS
|| !data.increase[data.num[q]]
|| data.increase[data.num[q]] == INT16_MIN)
{
continue;
}
r++;
data.jitter[data.num[q]] = 1;
if (powertype != PWRLV_DISABLED)
{
// Power Levels
if (abs(data.increase[data.num[q]]) < 10)
{
// Not a lot of point increase left, just set to 0 instantly
data.increase[data.num[q]] = 0;
}
else
{
SINT8 remove = 0; // default (should not happen)
if (data.increase[data.num[q]] < 0)
remove = -10;
else if (data.increase[data.num[q]] > 0)
remove = 10;
// Remove 10 points at a time
data.increase[data.num[q]] -= remove;
// Still not zero, no kaching yet
if (data.increase[data.num[q]] != 0)
kaching = false;
}
}
else
{
// Basic bitch points
if (data.increase[data.num[q]])
{
if (--data.increase[data.num[q]])
kaching = false;
}
}
}
if (r)
{
S_StartSound(NULL, (kaching ? sfx_chchng : sfx_ptally));
Y_CalculateMatchData(2, Y_CompareRank);
}
else
endtic = intertic + 3*TICRATE; // 3 second pause after end of tally
}
}
}
}
static void K_UpdatePowerLevels(void)
{
INT32 i, j;
INT32 numplayersingame = 0, numgriefers = 0;
INT16 increment[MAXPLAYERS];
// Compare every single player against each other for power level increases.
// Every player you won against gives you more points, and vice versa.
// The amount of points won per match-up depends on the difference between the loser's power and the winner's power.
// See K_CalculatePowerLevelInc for more info.
for (i = 0; i < MAXPLAYERS; i++)
{
increment[i] = 0;
if (nospectategrief[i] != -1)
numgriefers++;
if (!playeringame[i] || players[i].spectator)
continue;
numplayersingame++;
}
for (i = 0; i < numplayersingame; i++)
{
UINT16 yourpower = PWRLVRECORD_DEF;
UINT16 theirpower = PWRLVRECORD_DEF;
INT16 diff = 0; // Loser PWR.LV - Winner PWR.LV
INT16 inc = 0; // Total pt increment
UINT8 ipnum = data.num[i];
UINT8 jpnum;
CONS_Debug(DBG_GAMELOGIC, "Power Level Gain for player %d:\n", ipnum);
if (clientpowerlevels[ipnum][powertype] == 0) // splitscreen guests don't record power level changes
continue;
yourpower = clientpowerlevels[ipnum][powertype];
CONS_Debug(DBG_GAMELOGIC, "Player %d's PWR.LV: %d\n", ipnum, yourpower);
for (j = 0; j < numplayersingame; j++)
{
boolean won = false;
jpnum = data.num[j];
if (i == j || ipnum == jpnum) // Same person
continue;
CONS_Debug(DBG_GAMELOGIC, "Player %d VS Player %d:\n", ipnum, jpnum);
if (data.val[i] == data.val[j]) // Tie -- neither get any points for this match up.
{
CONS_Debug(DBG_GAMELOGIC, "TIE, no change.\n");
continue;
}
if (clientpowerlevels[jpnum][powertype] == 0) // No power level (splitscreen guests, bots)
continue;
theirpower = clientpowerlevels[jpnum][powertype];
CONS_Debug(DBG_GAMELOGIC, "Player %d's PWR.LV: %d\n", jpnum, theirpower);
if ((gametyperules & GTR_CIRCUIT))
{
if (data.val[i] < data.val[j])
won = true;
}
else
{
if (data.val[i] > data.val[j])
won = true;
}
if (won) // This player won!
{
diff = theirpower - yourpower;
inc += K_CalculatePowerLevelInc(diff);
CONS_Debug(DBG_GAMELOGIC, "WON! Diff is %d, total increment is %d\n", diff, inc);
}
else // This player lost...
{
diff = yourpower - theirpower;
inc -= K_CalculatePowerLevelInc(diff);
CONS_Debug(DBG_GAMELOGIC, "LOST... Diff is %d, total increment is %d\n", diff, inc);
}
}
if (numgriefers != 0) // Automatic win against quitters.
{
for (jpnum = 0; jpnum < MAXPLAYERS; jpnum++)
{
if (nospectategrief[jpnum] == -1) // Empty slot
continue;
if (ipnum == jpnum) // Same person
continue;
CONS_Debug(DBG_GAMELOGIC, "Player %d VS Player %d (griefer):\n", ipnum, jpnum);
if (nospectategrief[jpnum] == 0) // No power level (splitscreen guests, bots)
continue;
theirpower = nospectategrief[jpnum];
CONS_Debug(DBG_GAMELOGIC, "Player %d's PWR.LV: %d\n", jpnum, theirpower);
diff = theirpower - yourpower;
inc += K_CalculatePowerLevelInc(diff);
CONS_Debug(DBG_GAMELOGIC, "AUTO-WON! Diff is %d, total increment is %d\n", diff, inc);
}
}
if (inc == 0)
{
data.increase[ipnum] = INT16_MIN;
CONS_Debug(DBG_GAMELOGIC, "Total Result: No increment, no change.\n");
continue;
}
if (yourpower + inc > PWRLVRECORD_MAX)
inc -= ((yourpower + inc) - PWRLVRECORD_MAX);
if (yourpower + inc < PWRLVRECORD_MIN)
inc -= ((yourpower + inc) - PWRLVRECORD_MIN);
CONS_Debug(DBG_GAMELOGIC, "Total Result: Increment of %d.\n", inc);
increment[ipnum] = inc;
}
CONS_Debug(DBG_GAMELOGIC, "Setting final power levels...\n");
for (i = 0; i < MAXPLAYERS; i++)
{
if (increment[i] == 0)
continue;
data.increase[i] = increment[i];
clientpowerlevels[i][powertype] += data.increase[i];
if (!demo.playback && i == consoleplayer)
{
CONS_Debug(DBG_GAMELOGIC, "Player %d is you! Saving...\n", i);
vspowerlevel[powertype] = clientpowerlevels[i][powertype];
if (M_UpdateUnlockablesAndExtraEmblems())
S_StartSound(NULL, sfx_ncitem);
G_SaveGameData();
}
}
}
//
// Y_DetermineIntermissionType
//
// Determines the intermission type from the current gametype.
//
void Y_DetermineIntermissionType(void)
{
// set to int_none initially
intertype = int_none;
if (intermissiontypes[gametype] != int_none)
intertype = intermissiontypes[gametype];
else if (gametype == GT_RACE)
intertype = int_race;
else if (gametype == GT_BATTLE)
{
UINT8 i = 0, nump = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
}
intertype = (nump < 2 ? int_battletime : int_battle);
}
}
//
// Y_StartIntermission
//
// Called by G_DoCompleted. Sets up data for intermission drawer/ticker.
//
void Y_StartIntermission(void)
{
UINT8 i = 0, nump = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
}
intertic = -1;
#ifdef PARANOIA
if (endtic != -1)
I_Error("endtic is dirty");
#endif
// set player Power Level type
powertype = K_UsingPowerLevels();
// determine the tic the intermission ends
if (!multiplayer || demo.playback)
{
timer = ((nump >= 2) ? 10 : 5)*TICRATE;
}
else
{
timer = cv_inttime.value*TICRATE;
if (!timer)
timer = 1; // prevent a weird bug
}
// determine the tic everybody's scores/PWR starts getting sorted
sorttic = -1;
if (multiplayer || nump >= 2)
{
sorttic = max((timer/2) - 2*TICRATE, 2*TICRATE); // 8 second pause after match results
}
if (intermissiontypes[gametype] != int_none)
intertype = intermissiontypes[gametype];
// We couldn't display the intermission even if we wanted to.
// But we still need to give the players their score bonuses, dummy.
//if (dedicated) return;
// This should always exist, but just in case...
if(!mapheaderinfo[prevmap])
P_AllocMapHeader(prevmap);
switch (intertype)
{
case int_battle:
case int_battletime:
{
if (cv_inttime.value > 0)
S_ChangeMusicInternal("racent", true); // loop it
// Calculate who won
if (intertype == int_battle)
{
Y_CalculateMatchData(0, Y_CompareScore);
break;
}
}
// FALLTHRU
case int_race:
{
// Calculate who won
Y_CalculateMatchData(0, Y_CompareTime);
break;
}
case int_none:
default:
break;
}
LUA_HUD_DestroyDrawList(luahuddrawlist_intermission);
luahuddrawlist_intermission = LUA_HUD_CreateDrawList();
if (powertype != PWRLV_DISABLED)
{
K_UpdatePowerLevels();
}
//if (intertype == int_race || intertype == int_battle)
{
//bgtile = W_CachePatchName("SRB2BACK", PU_STATIC);
usetile = useinterpic = false;
usebuffer = true;
}
}
// ======
//
// Y_EndIntermission
//
void Y_EndIntermission(void)
{
Y_UnloadData();
endtic = -1;
sorttic = -1;
intertype = int_none;
usebuffer = false;
}
//
// Y_FollowIntermission
//
static void Y_FollowIntermission(void)
{
// This handles whether to play a post-level cutscene, end the game,
// or simply go to the next level.
// No need to duplicate the code here!
G_AfterIntermission();
}
#define UNLOAD(x) if (x) {Patch_Free(x);} x = NULL;
#define CLEANUP(x) x = NULL;
//
// Y_UnloadData
//
static void Y_UnloadData(void)
{
// In hardware mode, don't Z_ChangeTag a pointer returned by W_CachePatchName().
// It doesn't work and is unnecessary.
if (rendermode != render_soft)
return;
// unload the background patches
UNLOAD(bgpatch);
UNLOAD(widebgpatch);
UNLOAD(bgtile);
UNLOAD(interpic);
}
// SRB2Kart: Voting!
//
// Y_VoteDrawer
//
// Draws the voting screen!
//
void Y_VoteDrawer(void)
{
INT32 i, x, y = 0, height = 0;
UINT8 selected[4];
fixed_t rubyheight = 0;
if (rendermode == render_none)
return;
if (votetic >= voteendtic && voteendtic != -1)
return;
if (!voteclient.loaded)
return;
{
angle_t rubyfloattime = (ANGLE_MAX/NEWTICRATE)*(votetic % NEWTICRATE);
rubyheight = FINESINE(rubyfloattime>>ANGLETOFINESHIFT);
}
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
if (widebgpatch && rendermode == render_soft && vid.width / vid.dupx > 320)
V_DrawScaledPatch(((vid.width/2) / vid.dupx) - (SHORT(widebgpatch->width)/2),
(vid.height / vid.dupy) - SHORT(widebgpatch->height),
V_SNAPTOTOP|V_SNAPTOLEFT, widebgpatch);
else
V_DrawScaledPatch(((vid.width/2) / vid.dupx) - (SHORT(bgpatch->width)/2), // Keep the width/height adjustments, for screens that are less wide than 320(?)
(vid.height / vid.dupy) - SHORT(bgpatch->height),
V_SNAPTOTOP|V_SNAPTOLEFT, bgpatch);
for (i = 0; i < 4; i++) // First, we need to figure out the height of this thing...
{
UINT8 j;
selected[i] = 0; // Initialize
for (j = 0; j <= splitscreen; j++)
{
if (voteclient.playerinfo[j].selection == i)
selected[i]++;
}
if (selected[i])
height += 50;
else
height += 25;
if (i < 3)
height += 5-splitscreen;
}
y = (200-height)/2;
for (i = 0; i < 4; i++)
{
const char *str;
patch_t *pic;
UINT8 j, color;
if (i == 3)
{
str = "RANDOM";
pic = randomlvl;
}
else
{
str = levelinfo[i].str;
pic = levelinfo[i].pic;
}
if (selected[i])
{
UINT8 sizeadd = selected[i];
for (j = 0; j <= splitscreen; j++) // another loop for drawing the selection backgrounds in the right order, grumble grumble..
{
INT32 handy = y;
UINT8 p;
UINT8 *colormap;
patch_t *thiscurs;
if (voteclient.playerinfo[j].selection != i)
continue;
if (!splitscreen)
{
thiscurs = cursor;
p = consoleplayer;
color = levelinfo[i].gtc;
colormap = NULL;
}
else
{
switch (j)
{
case 1:
thiscurs = cursor2;
p = g_localplayers[1];
break;
case 2:
thiscurs = cursor3;
p = g_localplayers[2];
break;
case 3:
thiscurs = cursor4;
p = g_localplayers[3];
break;
default:
thiscurs = cursor1;
p = g_localplayers[0];
break;
}
color = skincolors[players[p].skincolor].ramp[7];
colormap = R_GetTranslationColormap(TC_DEFAULT, players[p].skincolor, GTC_CACHE);
}
if (votes[p] != -1 || players[p].spectator)
continue;
handy += 6*(3-splitscreen) + (13*j);
V_DrawMappedPatch(BASEVIDWIDTH-124, handy, V_SNAPTORIGHT, thiscurs, colormap);
if (votetic % 10 < 4)
V_DrawFill(BASEVIDWIDTH-100-sizeadd, y-sizeadd, 80+(sizeadd*2), 50+(sizeadd*2), 0|V_SNAPTORIGHT);
else
V_DrawFill(BASEVIDWIDTH-100-sizeadd, y-sizeadd, 80+(sizeadd*2), 50+(sizeadd*2), color|V_SNAPTORIGHT);
sizeadd--;
}
if (!levelinfo[i].encore)
V_DrawSmallScaledPatch(BASEVIDWIDTH-100, y, V_SNAPTORIGHT, pic);
else
{
V_DrawFixedPatch((BASEVIDWIDTH-20)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, V_FLIP|V_SNAPTORIGHT, pic, 0);
V_DrawFixedPatch((BASEVIDWIDTH-60)<<FRACBITS, ((y+25)<<FRACBITS) - (rubyheight<<1), FRACUNIT, V_SNAPTORIGHT, rubyicon, NULL);
}
V_DrawRightAlignedThinString(BASEVIDWIDTH-21, 40+y, V_SNAPTORIGHT|V_6WIDTHSPACE, str);
if (levelinfo[i].gts)
{
INT32 w = V_ThinStringWidth(levelinfo[i].gts, V_SNAPTORIGHT)+1;
V_DrawFill(BASEVIDWIDTH-100, y+10, w+1, 2, V_SNAPTORIGHT|31);
V_DrawFill(BASEVIDWIDTH-100, y, w, 11, V_SNAPTORIGHT|levelinfo[i].gtc);
V_DrawDiag(BASEVIDWIDTH-100+w+1, y, 12, V_SNAPTORIGHT|31);
V_DrawDiag(BASEVIDWIDTH-100+w, y, 11, V_SNAPTORIGHT|levelinfo[i].gtc);
V_DrawThinString(BASEVIDWIDTH-99, y+1, V_SNAPTORIGHT, levelinfo[i].gts);
}
y += 50;
}
else
{
if (!levelinfo[i].encore)
V_DrawTinyScaledPatch(BASEVIDWIDTH-60, y, V_SNAPTORIGHT, pic);
else
{
V_DrawFixedPatch((BASEVIDWIDTH-20)<<FRACBITS, y<<FRACBITS, FRACUNIT/4, V_FLIP|V_SNAPTORIGHT, pic, 0);
V_DrawFixedPatch((BASEVIDWIDTH-40)<<FRACBITS, (y<<FRACBITS) + (25<<(FRACBITS-1)) - rubyheight, FRACUNIT/2, V_SNAPTORIGHT, rubyicon, NULL);
}
if (levelinfo[i].gts)
{
V_DrawDiag(BASEVIDWIDTH-60, y, 8, V_SNAPTORIGHT|31);
V_DrawDiag(BASEVIDWIDTH-60, y, 6, V_SNAPTORIGHT|levelinfo[i].gtc);
}
y += 25;
}
y += 5-splitscreen;
}
x = 20;
y = 10;
for (i = 0; i < MAXPLAYERS; i++)
{
if (dedicated && i == 0) // While leaving blank spots for non-existent players is largely intentional, the first spot *always* being blank looks a tad silly :V
continue;
if ((playeringame[i] && !players[i].spectator) && votes[i] != -1)
{
patch_t *pic;
if (votes[i] >= 3 && (i != pickedvote || voteendtic == -1))
pic = randomlvl;
else
pic = levelinfo[votes[i]].pic;
if (!timer && i == voteclient.ranim)
{
V_DrawScaledPatch(x-18, y+9, V_SNAPTOLEFT, cursor);
if (voteendtic != -1 && !(votetic % 4))
V_DrawFill(x-1, y-1, 42, 27, 0|V_SNAPTOLEFT);
else
V_DrawFill(x-1, y-1, 42, 27, levelinfo[votes[i]].gtc|V_SNAPTOLEFT);
}
if (!levelinfo[votes[i]].encore)
V_DrawTinyScaledPatch(x, y, V_SNAPTOLEFT, pic);
else
{
V_DrawFixedPatch((x+40)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, V_SNAPTOLEFT|V_FLIP, pic, 0);
V_DrawFixedPatch((x+20)<<FRACBITS, (y<<FRACBITS) + (25<<(FRACBITS-1)) - rubyheight, FRACUNIT/2, V_SNAPTOLEFT, rubyicon, NULL);
}
if (levelinfo[votes[i]].gts)
{
V_DrawDiag(x, y, 8, V_SNAPTOLEFT|31);
V_DrawDiag(x, y, 6, V_SNAPTOLEFT|levelinfo[votes[i]].gtc);
}
if (players[i].skincolor)
{
UINT8 *colormap = R_GetTranslationColormap(players[i].skin, players[i].skincolor, GTC_CACHE);
V_DrawMappedPatch(x+24, y+9, V_SNAPTOLEFT, faceprefix[players[i].skin][FACE_RANK], colormap);
}
if (!splitscreen && i == consoleplayer)
{
UINT8 cursorframe = (votetic / 4) % 8;
V_DrawScaledPatch(x+24, y+9, V_SNAPTOLEFT, W_CachePatchName(va("K_CHILI%d", cursorframe+1), PU_CACHE));
}
}
y += 30;
if (y > BASEVIDHEIGHT-40)
{
x += 60;
y = 10;
}
}
if (timer)
{
INT32 hilicol, tickdown = (timer+1)/TICRATE;
if (cons_menuhighlight.value)
hilicol = cons_menuhighlight.value;
else if (gametype == GT_RACE)
hilicol = V_SKYMAP;
else //if (gametype == GT_BATTLE)
hilicol = V_REDMAP;
V_DrawCenteredString(BASEVIDWIDTH/2, 188, hilicol,
va("Vote ends in %d", tickdown));
}
}
//
// Y_VoteStop
//
// Vote screen's selection stops moving
//
SINT8 deferredlevel = 0;
static void Y_VoteStops(SINT8 pick, SINT8 level)
{
nextmap = votelevels[level][0];
if (level == 4)
S_StartSound(NULL, sfx_noooo2); // gasp
else if (mapheaderinfo[nextmap] && (mapheaderinfo[nextmap]->menuflags & LF2_HIDEINMENU))
S_StartSound(NULL, sfx_noooo1); // this is bad
else if (netgame && P_IsLocalPlayer(&players[pick]))
S_StartSound(NULL, sfx_yeeeah); // yeeeah!
else
S_StartSound(NULL, sfx_kc48); // just a cool sound
if (gametype != votelevels[level][1])
{
INT16 lastgametype = gametype;
G_SetGametype(votelevels[level][1]);
D_GameTypeChanged(lastgametype);
forceresetplayers = true;
}
deferencoremode = (levelinfo[level].encore);
}
//
// Y_VoteTicker
//
// Vote screen thinking :eggthinking:
//
void Y_VoteTicker(void)
{
INT32 i;
boolean everyone_voted;
if (paused || P_AutoPause() || !voteclient.loaded)
return;
LUAh_VoteThinker();
votetic++;
if (votetic == voteendtic)
{
Y_EndVote();
Y_FollowIntermission();
return;
}
for (i = 0; i < MAXPLAYERS; i++) // Correct votes as early as possible, before they're processed by the game at all
{
if (!playeringame[i] || players[i].spectator)
votes[i] = -1; // Spectators are the lower class, and have effectively no voice in the government. Democracy sucks.
else if (pickedvote != -1 && votes[i] == -1)
votes[i] = 3; // Slow people get random
}
if (server && pickedvote != -1 && votes[pickedvote] == -1) // Uh oh! The person who got picked left! Recalculate, quick!
D_PickVote();
if (!votetic)
S_ChangeMusicInternal("vote", true);
if (timer)
timer--;
if (pickedvote != -1)
{
timer = 0;
voteclient.rsynctime++;
if (voteendtic == -1)
{
UINT8 tempvotes[MAXPLAYERS];
UINT8 numvotes = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (votes[i] == -1)
continue;
tempvotes[numvotes] = i;
numvotes++;
}
if (numvotes < 1) // Whoops! Get outta here.
{
Y_EndVote();
Y_FollowIntermission();
return;
}
voteclient.rtics--;
if (voteclient.rtics <= 0)
{
voteclient.roffset++;
voteclient.rtics = min(20, (3*voteclient.roffset/4)+5);
S_StartSound(NULL, sfx_kc39);
}
if (voteclient.rendoff == 0 || voteclient.roffset < voteclient.rendoff)
voteclient.ranim = tempvotes[((pickedvote + voteclient.roffset) % numvotes)];
if (voteclient.roffset >= 20)
{
if (voteclient.rendoff == 0)
{
if (voteclient.rsynctime % 51 == 0) // Song is 1.45 seconds long (sorry @ whoever wants to replace it in a music wad :V)
{
for (i = 5; i >= 3; i--) // Find a suitable place to stop
{
if (tempvotes[((pickedvote + voteclient.roffset + i) % numvotes)] == pickedvote)
{
voteclient.rendoff = voteclient.roffset+i;
if (M_RandomChance(FRACUNIT/32)) // Let it cheat occasionally~
voteclient.rendoff++;
S_ChangeMusicInternal("voteeb", false);
break;
}
}
}
}
else if (voteclient.roffset >= voteclient.rendoff)
{
voteendtic = votetic + (3*TICRATE);
Y_VoteStops(pickedvote, deferredlevel);
}
}
}
else
voteclient.ranim = pickedvote;
}
else if (votenotyetpicked)
{
if (votetic < 3*(NEWTICRATE/7)) // give it some time before letting you control it :V
return;
/*
The vote ended, but it will take at least a tic for that to reach us from
the server. Don't let me change the vote now, it won't matter anyway!
*/
if (timer)
{
for (i = 0; i <= splitscreen; i++)
{
UINT8 p;
boolean pressed = false;
switch (i)
{
case 1:
p = g_localplayers[1];
break;
case 2:
p = g_localplayers[2];
break;
case 3:
p = g_localplayers[3];
break;
default:
p = consoleplayer;
break;
}
if (voteclient.playerinfo[i].delay)
voteclient.playerinfo[i].delay--;
if ((playeringame[p] && !players[p].spectator)
&& !voteclient.playerinfo[i].delay
&& pickedvote == -1 && votes[p] == -1)
{
if (PlayerInputDown(i+1, gc_aimforward) || PlayerJoyAxis(i+1, AXISAIM) < 0)
{
voteclient.playerinfo[i].selection--;
pressed = true;
}
if ((PlayerInputDown(i+1, gc_aimbackward) || PlayerJoyAxis(i+1, AXISAIM) > 0) && !pressed)
{
voteclient.playerinfo[i].selection++;
pressed = true;
}
if (voteclient.playerinfo[i].selection < 0)
voteclient.playerinfo[i].selection = 3;
if (voteclient.playerinfo[i].selection > 3)
voteclient.playerinfo[i].selection = 0;
if ((PlayerInputDown(i+1, gc_accelerate) || PlayerJoyAxis(i+1, AXISMOVE) > 0) && !pressed)
{
D_ModifyClientVote(consoleplayer, voteclient.playerinfo[i].selection, i);
pressed = true;
}
}
if (pressed)
{
S_StartSound(NULL, sfx_kc4a);
voteclient.playerinfo[i].delay = NEWTICRATE/7;
}
}
}
if (server)
{
everyone_voted = true;/* the default condition */
if (timer == 0)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if ((playeringame[i] && !players[i].spectator) && votes[i] == -1)
votes[i] = 3;
}
}
else
{
for (i = 0; i < MAXPLAYERS; i++)
{
if ((playeringame[i] && !players[i].spectator) && votes[i] == -1)
{
if (players[i].bot)
{
if (( M_RandomFixed() % 100 ) == 0)
D_ModifyClientVote(i, M_RandomKey(4), 0);
}
if (votes[i] == -1)
everyone_voted = false;
}
}
}
if (everyone_voted)
{
timer = 0;
if (voteendtic == -1)
{
votenotyetpicked = false;/* don't pick vote twice */
D_PickVote();
}
}
}
}
}
//
// Y_StartVote
//
// MK online style voting screen, appears after intermission
//
void Y_StartVote(void)
{
INT32 i = 0;
votetic = -1;
#ifdef PARANOIA
if (voteendtic != -1)
I_Error("voteendtic is dirty");
#endif
widebgpatch = W_CachePatchName(((gametype == GT_BATTLE) ? "BATTLSCW" : "INTERSCW"), PU_STATIC);
bgpatch = W_CachePatchName(((gametype == GT_BATTLE) ? "BATTLSCR" : "INTERSCR"), PU_STATIC);
cursor = W_CachePatchName("M_CURSOR", PU_STATIC);
cursor1 = W_CachePatchName("P1CURSOR", PU_STATIC);
cursor2 = W_CachePatchName("P2CURSOR", PU_STATIC);
cursor3 = W_CachePatchName("P3CURSOR", PU_STATIC);
cursor4 = W_CachePatchName("P4CURSOR", PU_STATIC);
randomlvl = W_CachePatchName("RANDOMLV", PU_STATIC);
rubyicon = W_CachePatchName("RUBYICON", PU_STATIC);
timer = cv_votetime.value*TICRATE;
pickedvote = -1;
votenotyetpicked = true;
for (i = 0; i < 3; i++)
{
voteclient.playerinfo[i].selection = 0;
voteclient.playerinfo[i].delay = 0;
}
voteclient.ranim = 0;
voteclient.rtics = 1;
voteclient.roffset = 0;
voteclient.rsynctime = 0;
voteclient.rendoff = 0;
for (i = 0; i < MAXPLAYERS; i++)
votes[i] = -1;
for (i = 0; i < 5; i++)
{
lumpnum_t lumpnum;
// set up the encore
levelinfo[i].encore = (votelevels[i][1] & 0x80);
votelevels[i][1] &= ~0x80;
// set up the str
if (i == 4)
levelinfo[i].str[0] = '\0';
else
{
// set up the levelstring
if (mapheaderinfo[votelevels[i][0]]->levelflags & LF_NOZONE || !mapheaderinfo[votelevels[i][0]]->zonttl[0])
{
if (mapheaderinfo[votelevels[i][0]]->actnum > 0)
snprintf(levelinfo[i].str,
sizeof levelinfo[i].str,
"%s %d",
mapheaderinfo[votelevels[i][0]]->lvlttl, mapheaderinfo[votelevels[i][0]]->actnum);
else
snprintf(levelinfo[i].str,
sizeof levelinfo[i].str,
"%s",
mapheaderinfo[votelevels[i][0]]->lvlttl);
}
else
{
if (mapheaderinfo[votelevels[i][0]]->actnum > 0)
snprintf(levelinfo[i].str,
sizeof levelinfo[i].str,
"%s %s %d",
mapheaderinfo[votelevels[i][0]]->lvlttl, mapheaderinfo[votelevels[i][0]]->zonttl, mapheaderinfo[votelevels[i][0]]->actnum);
else
snprintf(levelinfo[i].str,
sizeof levelinfo[i].str,
"%s %s",
mapheaderinfo[votelevels[i][0]]->lvlttl, mapheaderinfo[votelevels[i][0]]->zonttl);
}
levelinfo[i].str[sizeof levelinfo[i].str - 1] = '\0';
}
// set up the gtc and gts
levelinfo[i].gtc = G_GetGametypeColor(votelevels[i][1]);
if (i == 2 && votelevels[i][1] != votelevels[0][1])
levelinfo[i].gts = gametype_cons_t[votelevels[i][1]].strvalue;
else
levelinfo[i].gts = NULL;
// set up the pic
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(votelevels[i][0]+1)));
if (lumpnum != LUMPERROR)
levelinfo[i].pic = W_CachePatchName(va("%sP", G_BuildMapName(votelevels[i][0]+1)), PU_STATIC);
else
levelinfo[i].pic = W_CachePatchName("BLANKLVL", PU_STATIC);
}
voteclient.loaded = true;
}
//
// Y_EndVote
//
void Y_EndVote(void)
{
Y_UnloadVoteData();
voteendtic = -1;
}
//
// Y_UnloadVoteData
//
static void Y_UnloadVoteData(void)
{
UINT8 i;
voteclient.loaded = false;
if (rendermode != render_soft)
return;
UNLOAD(widebgpatch);
UNLOAD(bgpatch);
UNLOAD(cursor);
UNLOAD(cursor1);
UNLOAD(cursor2);
UNLOAD(cursor3);
UNLOAD(cursor4);
UNLOAD(randomlvl);
UNLOAD(rubyicon);
// to prevent double frees...
for (i = 0; i < 5; i++)
{
// I went to all the trouble of doing this,
// but literally nowhere else frees level pics.
#if 0
UINT8 j;
if (!levelinfo[i].pic)
continue;
for (j = i+1; j < 5; j++)
{
if (levelinfo[j].pic == levelinfo[i].pic)
levelinfo[j].pic = NULL;
}
UNLOAD(levelinfo[i].pic);
#else
CLEANUP(levelinfo[i].pic);
#endif
}
}
//
// Y_SetupVoteFinish
//
void Y_SetupVoteFinish(SINT8 pick, SINT8 level)
{
if (!voteclient.loaded)
return;
if (pick == -1) // No other votes? We gotta get out of here, then!
{
Y_EndVote();
Y_FollowIntermission();
return;
}
if (pickedvote == -1)
{
INT32 i;
SINT8 votecompare = -1;
INT32 endtype = 0;
voteclient.rsynctime = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if ((playeringame[i] && !players[i].spectator) && votes[i] == -1)
votes[i] = 3;
if (votes[i] == -1 || endtype > 1) // Don't need to go on
continue;
if (level == 4)
{
votes[i] = 4;
continue;
}
if (endtype == 2)
continue;
if (votecompare == -1)
{
votecompare = votes[i];
endtype = 1;
}
else if (votes[i] != votecompare)
endtype = 2;
}
if (level == 4 || endtype == 1) // Only one unique vote, so just end it immediately.
{
voteendtic = votetic + (5*TICRATE);
S_ChangeMusicInternal("voteeb", false);
Y_VoteStops(pick, level);
}
else if (endtype == 0) // Might as well put this here, too.
{
Y_EndVote();
Y_FollowIntermission();
return;
}
else
S_ChangeMusicInternal("voteea", true);
}
deferredlevel = level;
pickedvote = pick;
timer = 0;
}