// ==================================================================== // WI_initDeathmatchStats // Purpose: Set up to display DM stats at end of level. Calculate // frags for all players. // Args: none // Returns: void // void WI_initDeathmatchStats(void) { int i; // looping variables // CPhipps - allocate data structures needed dm_frags = calloc(MAXPLAYERS, sizeof(*dm_frags)); dm_totals = calloc(MAXPLAYERS, sizeof(*dm_totals)); state = StatCount; // We're doing stats acceleratestage = 0; dm_state = 1; // count how many times we've done a complete stat cnt_pause = TICRATE; for (i=0 ; i<MAXPLAYERS ; i++) { if (playeringame[i]) { // CPhipps - allocate frags line dm_frags[i] = calloc(MAXPLAYERS, sizeof(**dm_frags)); // set all counts to zero dm_totals[i] = 0; } } WI_initAnimatedBack(); }
// ==================================================================== // WI_initShowNextLoc // Purpose: Prepare to show the next level's location // Args: none // Returns: void // void WI_initShowNextLoc(void) { if ((gamemode != commercial) && (gamemap == 8)) { G_WorldDone(); return; } state = ShowNextLoc; acceleratestage = 0; // e6y: That was pretty easy - only a HEX editor and luck // There is no more desync on ddt-tas.zip\e4tux231.lmp // --------- tasdoom.idb --------- // .text:00031194 loc_31194: ; CODE XREF: WI_updateStats+3A9j // .text:00031194 mov ds:state, 1 // .text:0003119E mov ds:acceleratestage, 0 // .text:000311A8 mov ds:cnt, 3Ch // nowhere no hide if (compatibility_level == tasdoom_compatibility) cnt = 60; else cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); }
void WI_initNetgameStats() { state = StatCount; acceleratestage = 0; ng_state = 1; cnt_pause = TICRATE; cnt_kills_c.clear(); cnt_items_c.clear(); cnt_secret_c.clear(); cnt_frags_c.clear(); for (Players::iterator it = players.begin();it != players.end();++it) { if (!(it->ingame())) continue; cnt_kills_c.push_back(0); cnt_items_c.push_back(0); cnt_secret_c.push_back(0); cnt_frags_c.push_back(0); dofrags += WI_fragSum(*it); } dofrags = !!dofrags; WI_initAnimatedBack(); }
void WI_initNetgameStats (void) { unsigned int i; state = StatCount; acceleratestage = 0; ng_state = 1; cnt_pause = TICRATE; cnt_kills_c.clear(); cnt_items_c.clear(); cnt_secret_c.clear(); cnt_frags_c.clear(); for (i=0 ; i<players.size() ; i++) { if (!players[i].ingame()) continue; cnt_kills_c.push_back(0); cnt_items_c.push_back(0); cnt_secret_c.push_back(0); cnt_frags_c.push_back(0); dofrags += WI_fragSum(players[i]); } dofrags = !!dofrags; WI_initAnimatedBack(); }
void WI_initDeathmatchStats(void) { int i; int 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_initNetgameStats(void) { int i; state = StatCount; acceleratestage = 0; ng_state = 1; cnt_pause = TICRATE; memset(cnt_kills, 0, sizeof(cnt_kills)); memset(cnt_items, 0, sizeof(cnt_items)); memset(cnt_secret, 0, sizeof(cnt_secret)); memset(cnt_frags, 0, sizeof(cnt_frags)); dofrags = 0; for(i = 0; i < NUM_TEAMS; i++) { /*if (!players[i].plr->ingame) continue; cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0; */ dofrags += teaminfo[i].totalfrags; //WI_fragSum(i); } dofrags = !!dofrags; WI_initAnimatedBack(); }
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_initShowNextLoc(void) { state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); }
void WI_initShowNextLoc(void) { ::g->state = ShowNextLoc; ::g->acceleratestage = 0; ::g->cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); DoomLib::ActivateGame(); }
void WI_initShowNextLoc(void) { state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); NetSv_Intermission(IMF_STATE, state, 0); }
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_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(); //NetSv_Intermission(IMF_STATE, state, 0); }
void WI_initStats(void) { ::g->state = StatCount; ::g->acceleratestage = 0; ::g->sp_state = 1; ::g->cnt_kills[0] = ::g->cnt_items[0] = ::g->cnt_secret[0] = -1; ::g->cnt_time = ::g->cnt_par = -1; ::g->cnt_pause = TICRATE; WI_initAnimatedBack(); DoomLib::ShowXToContinue( true ); }
static void WI_initStats(void) { state = StatCount; acceleratestage = 0; sp_state = 1; *(cnt_kills = malloc(sizeof(*cnt_kills))) = *(cnt_items = malloc(sizeof(*cnt_items))) = *(cnt_secret = malloc(sizeof(*cnt_secret))) = -1; cnt_time = cnt_par = cnt_total_time = -1; cnt_pause = TICRATE; WI_initAnimatedBack(); }
// ==================================================================== // WI_initStats // Purpose: Get ready for single player stats // Args: none // Returns: void // Comment: Seems like we could do all these stats in a more generic // set of routines that weren't duplicated for dm, coop, sp // void WI_initStats(void) { state = StatCount; acceleratestage = 0; sp_state = 1; // CPhipps - allocate (awful code, I know, but saves changing it all) and initialise *(cnt_kills = malloc(sizeof(*cnt_kills))) = *(cnt_items = malloc(sizeof(*cnt_items))) = *(cnt_secret= malloc(sizeof(*cnt_secret))) = -1; cnt_time = cnt_par = cnt_total_time = -1; cnt_pause = TICRATE; WI_initAnimatedBack(); }
void WI_initShowNextLoc () { state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; if (epsd != wbs->next_ep && gameinfo.gametype == GAME_Doom) { WI_unloadData (); epsd = wbs->next_ep; WI_loadData (); } WI_initAnimatedBack(); }
void WI_initDeathmatchStats(void) { int i; state = StatCount; acceleratestage = 0; dm_state = 1; cnt_pause = TICRATE; // Clear the on-screen counters. memset(dm_totals, 0, sizeof(dm_totals)); for(i = 0; i < NUM_TEAMS; i++) memset(dm_frags[i], 0, sizeof(dm_frags[i])); WI_initAnimatedBack(); }
void WI_initNetgameStats(void) { int i; ::g->state = StatCount; ::g->acceleratestage = 0; ::g->ng_state = 1; ::g->cnt_pause = TICRATE; for (i=0 ; i<MAXPLAYERS ; i++) { if (!::g->playeringame[i]) continue; ::g->cnt_kills[i] = ::g->cnt_items[i] = ::g->cnt_secret[i] = ::g->cnt_frags[i] = 0; ::g->dofrags += WI_fragSum(i); } ::g->dofrags = !!::g->dofrags; WI_initAnimatedBack(); // JAF PS3 /* if ( gameLocal->IsMultiplayer() ) { if(gameLocal->IsFullVersion() && gameLocal->liveSession.IsHost( ::g->consoleplayer )) { bool endOfMission = false; if ( ::g->gamemission == 0 && ::g->gamemap == 30 ) { endOfMission = true; } else if ( ::g->gamemission > 0 && ::g->gamemap == 8 ) { endOfMission = true; } gameLocal->liveSession.GetCoopSession().BeginEndLevel( endOfMission ); } } */ DoomLib::ShowXToContinue( true ); }
static void WI_initShowNextLoc(void) { if ((gamemode != commercial) && (gamemap == 8)) { G_WorldDone(); return; } state = ShowNextLoc; acceleratestage = 0; cnt = SHOWNEXTLOCDELAY * TICRATE; WI_initAnimatedBack(); }
void WI_initDeathmatchStats(void) { int i; int j; ::g->state = StatCount; ::g->acceleratestage = 0; ::g->dm_state = 1; ::g->cnt_pause = TICRATE; for (i=0 ; i<MAXPLAYERS ; i++) { if (::g->playeringame[i]) { for (j=0 ; j<MAXPLAYERS ; j++) if (::g->playeringame[j]) ::g->dm_frags[i][j] = 0; ::g->dm_totals[i] = 0; } } WI_initAnimatedBack(); if ( common->IsMultiplayer() ) { localCalculateAchievements(false); /* JAF PS3 gameLocal->liveSession.GetDMSession().SetEndOfMatchStats(); gameLocal->liveSession.GetDMSession().WriteTrueskill(); // Write stats if ( gameLocal->liveSession.IsHost( ::g->consoleplayer ) ) { gameLocal->liveSession.GetDMSession().BeginEndLevel(); } */ } DoomLib::ShowXToContinue( true ); }
// ==================================================================== // WI_initNetgameStats // Purpose: Prepare for coop game stats // Args: none // Returns: void // void WI_initNetgameStats(void) { int i; state = StatCount; acceleratestage = 0; ng_state = 1; cnt_pause = TICRATE; // CPhipps - allocate these dynamically, blank with calloc cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills)); cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items)); cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret)); cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags)); for (i=0 ; i<MAXPLAYERS ; i++) if (playeringame[i]) dofrags += WI_fragSum(i); dofrags = !!dofrags; // set to true or false - did we have frags? WI_initAnimatedBack(); }