// ==================================================================== // WI_drawStats // Purpose: Put the solo stats on the screen // Args: none // Returns: void // // proff/nicolas 09/20/98 -- changed for hi-res // CPhipps - patch drawing updated void WI_drawStats(void) { // line height int lh; lh = (3*num[0].height)/2; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); V_DrawNamePatch(SP_STATSX, SP_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH); if (cnt_kills) WI_drawPercent(320 - SP_STATSX, SP_STATSY, cnt_kills[0]); V_DrawNamePatch(SP_STATSX, SP_STATSY+lh, FB, items, CR_DEFAULT, VPT_STRETCH); if (cnt_items) WI_drawPercent(320 - SP_STATSX, SP_STATSY+lh, cnt_items[0]); V_DrawNamePatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret, CR_DEFAULT, VPT_STRETCH); if (cnt_secret) WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]); WI_drawTimeStats(cnt_time, cnt_total_time, cnt_par); }
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, time); 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_drawStats (void) { // line height int lh = (3*num[0]->height())/2; // draw animated background WI_drawAnimatedBack(); WI_drawLF(); screen->DrawPatchClean(kills, SP_STATSX, SP_STATSY); WI_drawPercent(cnt_kills, 320 - SP_STATSX, SP_STATSY); screen->DrawPatchClean(items, SP_STATSX, SP_STATSY+lh); WI_drawPercent(cnt_items, 320 - SP_STATSX, SP_STATSY+lh); screen->DrawPatchClean(secret, SP_STATSX, SP_STATSY+2*lh); WI_drawPercent(cnt_secret, 320 - SP_STATSX, SP_STATSY+2*lh); screen->DrawPatchClean(timepatch, SP_TIMEX, SP_TIMEY); WI_drawTime(cnt_time, 160 - SP_TIMEX, SP_TIMEY); if ((gameinfo.flags & GI_MAPxx) || wbs->epsd < 3) { screen->DrawPatchClean(par, SP_TIMEX + 160, SP_TIMEY); WI_drawTime(cnt_par, 320 - SP_TIMEX, SP_TIMEY); } }
void WI_drawStats(void) { // line height int lh; lh = (3*SHORT(::g->num[0]->height))/2; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); V_DrawPatch(SP_STATSX, SP_STATSY, FB, ::g->kills); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY, ::g->cnt_kills[0]); V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, ::g->items); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+lh, ::g->cnt_items[0]); V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, ::g->sp_secret); WI_drawPercent(ORIGINAL_WIDTH - SP_STATSX, SP_STATSY+2*lh, ::g->cnt_secret[0]); V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, ::g->time); WI_drawTime(ORIGINAL_WIDTH/2 - SP_TIMEX, SP_TIMEY, ::g->cnt_time); // DHM - Nerve :: Added episode 4 par times //if (::g->wbs->epsd < 3) //{ V_DrawPatch(ORIGINAL_WIDTH/2 + SP_TIMEX, SP_TIMEY, FB, ::g->par); WI_drawTime(ORIGINAL_WIDTH - SP_TIMEX, SP_TIMEY, ::g->cnt_par); //} }
void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = SHORT(percent->width); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width), NG_STATSY, kills); V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width), NG_STATSY, items); V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width), NG_STATSY, secret); if (dofrags) V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width), NG_STATSY, frags); // draw stats y = NG_STATSY + SHORT(kills->height); for (i=0 ; i<MAXPLAYERS ; i++) { if (!playeringame[i]) continue; x = NG_STATSX; V_DrawPatch(x-SHORT(p[i]->width), y, p[i]); if (i == me) V_DrawPatch(x-SHORT(p[i]->width), y, star); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_items[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, cnt_secret[i]); x += NG_SPACINGX; if (dofrags) WI_drawNum(x, y+10, cnt_frags[i], -1); y += WI_SPACINGY; } }
void WI_drawNetgameStats(void) { unsigned int i, x, y; short pwidth = percent->width(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) screen->DrawPatchClean (kills, NG_STATSX+NG_SPACINGX-kills->width(), NG_STATSY); screen->DrawPatchClean (items, NG_STATSX+2*NG_SPACINGX-items->width(), NG_STATSY); screen->DrawPatchClean (scrt, NG_STATSX+3*NG_SPACINGX-scrt->width(), NG_STATSY); if (dofrags) screen->DrawPatchClean (frags, NG_STATSX+4*NG_SPACINGX-frags->width(), NG_STATSY); // draw stats y = NG_STATSY + kills->height(); for (i = 0; i < players.size(); i++) { // [RH] Quick hack: Only show the first four players. if (i >= 4) break; if (!players[i].ingame()) continue; x = NG_STATSX; // [RH] Only use one graphic for the face backgrounds V_ColorMap = translationtables + i * 256; screen->DrawTranslatedPatchClean (p, x - p->width(), y); // classic face background colour //screen->DrawTranslatedPatchClean (faceclassic[i], x-p->width(), y); if (i == me) screen->DrawPatchClean (star, x-p->width(), y); x += NG_SPACINGX; WI_drawPercent (cnt_kills_c[i], x-pwidth, y+10, wbs->maxkills); x += NG_SPACINGX; WI_drawPercent (cnt_items_c[i], x-pwidth, y+10, wbs->maxitems); x += NG_SPACINGX; WI_drawPercent (cnt_secret_c[i], x-pwidth, y+10, wbs->maxsecret); x += NG_SPACINGX; if (dofrags) WI_drawNum(cnt_frags_c[i], x, y+10, -1); y += WI_SPACINGY; } }
void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = SHORT(::g->percent->width); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(::g->kills->width), NG_STATSY, FB, ::g->kills); V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(::g->items->width), NG_STATSY, FB, ::g->items); V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(::g->secret->width), NG_STATSY, FB, ::g->secret); if (::g->dofrags) V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(::g->wistuff_frags->width), NG_STATSY, FB, ::g->wistuff_frags); // draw stats y = NG_STATSY + SHORT(::g->kills->height); for (i=0 ; i<MAXPLAYERS ; i++) { if (!::g->playeringame[i]) continue; x = NG_STATSX; V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->wistuff_p[i]); // No splitscreen on PC if (i == ::g->me /* && !gameLocal->IsSplitscreen() */ ) V_DrawPatch(x-SHORT(::g->wistuff_p[i]->width), y, FB, ::g->star); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_kills[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_items[i]); x += NG_SPACINGX; WI_drawPercent(x-pwidth, y+10, ::g->cnt_secret[i]); x += NG_SPACINGX; if (::g->dofrags) WI_drawNum(x, y+10, ::g->cnt_frags[i], -1); y += WI_SPACINGY; } }
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, kills); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]); V_DrawPatch(SP_STATSX, SP_STATSY+lh, items); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]); V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret); WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]); V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch); WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time); if (wbs->epsd < 3) { V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, par); // Emulation: don't draw partime value if map33 if (gamemode != commercial || wbs->last != NUMCMAPS) { WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par); } } }
void WI_drawStats(void) { // line height int lh = (3 * SHORT(num[0]->height)) / 2; WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); V_DrawPatchWithShadow(SP_STATSX + 1, SP_STATSY + 1, FB, kills, false); WI_drawPercent(ORIGINALWIDTH - SP_STATSX - 14, SP_STATSY, cnt_kills[0]); V_DrawPatchWithShadow(SP_STATSX + 1, SP_STATSY + lh + 1, FB, items, false); WI_drawPercent(ORIGINALWIDTH - SP_STATSX - 14, SP_STATSY + lh, cnt_items[0]); if (totalsecret) { if (!WISCRT2) M_DrawString(SP_STATSX, SP_STATSY + 2 * lh - 3, "secrets"); else V_DrawPatchWithShadow(SP_STATSX + 1, SP_STATSY + 2 * lh + 1, FB, sp_secret, false); WI_drawPercent(ORIGINALWIDTH - SP_STATSX - 14, SP_STATSY + 2 * lh, cnt_secret[0]); } V_DrawPatchWithShadow(SP_TIMEX + 1, SP_TIMEY + 1, FB, timepatch, false); WI_drawTime(ORIGINALWIDTH / 2 - SP_TIMEX * 2, SP_TIMEY, cnt_time); if (canmodify) { V_DrawPatchWithShadow(ORIGINALWIDTH / 2 + SP_TIMEX * 2 + 5, SP_TIMEY + 1, FB, par, false); WI_drawTime(ORIGINALWIDTH - SP_TIMEX, SP_TIMEY, cnt_par); } }
// ==================================================================== // WI_drawNetgameStats // Purpose: Put the coop stats on the screen // Args: none // Returns: void // // proff/nicolas 09/20/98 -- changed for hi-res // CPhipps - patch drawing updated void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = V_NamePatchWidth(percent); int fwidth = V_NamePatchWidth(facebackp); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) V_DrawNamePatch(NG_STATSX+NG_SPACINGX-V_NamePatchWidth(kills), NG_STATSY, FB, kills, CR_DEFAULT, VPT_STRETCH); V_DrawNamePatch(NG_STATSX+2*NG_SPACINGX-V_NamePatchWidth(items), NG_STATSY, FB, items, CR_DEFAULT, VPT_STRETCH); V_DrawNamePatch(NG_STATSX+3*NG_SPACINGX-V_NamePatchWidth(secret), NG_STATSY, FB, secret, CR_DEFAULT, VPT_STRETCH); if (dofrags) V_DrawNamePatch(NG_STATSX+4*NG_SPACINGX-V_NamePatchWidth(frags), NG_STATSY, FB, frags, CR_DEFAULT, VPT_STRETCH); // draw stats y = NG_STATSY + V_NamePatchHeight(kills); for (i=0 ; i<MAXPLAYERS ; i++) { //int trans = playernumtotrans[i]; if (!playeringame[i]) continue; x = NG_STATSX; V_DrawNamePatch(x-fwidth, y, FB, facebackp, i ? CR_LIMIT+i : CR_DEFAULT, VPT_STRETCH | (i ? VPT_TRANS : 0)); if (i == me) V_DrawNamePatch(x-fwidth, y, FB, star, CR_DEFAULT, VPT_STRETCH); x += NG_SPACINGX; if (cnt_kills) WI_drawPercent(x-pwidth, y+10, cnt_kills[i]); x += NG_SPACINGX; if (cnt_items) WI_drawPercent(x-pwidth, y+10, cnt_items[i]); x += NG_SPACINGX; if (cnt_secret) WI_drawPercent(x-pwidth, y+10, cnt_secret[i]); x += NG_SPACINGX; if (dofrags && cnt_frags) WI_drawNum(x, y+10, cnt_frags[i], -1); y += WI_SPACINGY; } if (y <= SP_TIMEY) // cph - show times in coop on the entering screen WI_drawTimeStats(plrs[me].stime / TICRATE, wbs->totaltimes / TICRATE, wbs->partime / TICRATE); }
void WI_drawStats (void) { // line height int lh; lh = (3*num[0]->GetHeight())/2; // draw animated background WI_drawAnimatedBack(); WI_drawLF(); if (gameinfo.gametype == GAME_Doom) { screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE); WI_drawPercent (320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills); screen->DrawTexture (items, SP_STATSX, SP_STATSY+lh, DTA_Clean, true, TAG_DONE); WI_drawPercent (320 - SP_STATSX, SP_STATSY+lh, cnt_items[0], wbs->maxitems); screen->DrawTexture (sp_secret, SP_STATSX, SP_STATSY+2*lh, DTA_Clean, true, TAG_DONE); WI_drawPercent(320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0], wbs->maxsecret); screen->DrawTexture (timepic, SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE); WI_drawTime (160 - SP_TIMEX, SP_TIMEY, cnt_time); if (wbs->partime) { screen->DrawTexture (par, 160 + SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE); WI_drawTime (320 - SP_TIMEX, SP_TIMEY, cnt_par); } } else { screen->SetFont (BigFont); screen->DrawText (CR_UNTRANSLATED, 50, 65, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 50, 90, "ITEMS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 50, 115, "SECRETS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); if (sp_state >= 2) { WI_drawNum (200, 65, cnt_kills[0], 3, false); screen->DrawTexture (slash, 237, 65, DTA_ShadowAlpha, FRACUNIT/2, DTA_Clean, true, TAG_DONE); WI_drawNum (248, 65, wbs->maxkills, 3, false); } if (sp_state >= 4) { WI_drawNum (200, 90, cnt_items[0], 3, false); screen->DrawTexture (slash, 237, 90, DTA_ShadowAlpha, FRACUNIT/2, DTA_Clean, true, TAG_DONE); WI_drawNum (248, 90, wbs->maxitems, 3, false); } if (sp_state >= 6) { WI_drawNum (200, 115, cnt_secret[0], 3, false); screen->DrawTexture (slash, 237, 115, DTA_ShadowAlpha, FRACUNIT/2, DTA_Clean, true, TAG_DONE); WI_drawNum (248, 115, wbs->maxsecret, 3, false); } if (sp_state >= 8) { screen->DrawText (CR_UNTRANSLATED, 85, 160, "TIME", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); WI_drawTime (249, 160, cnt_time); } screen->SetFont (SmallFont); } }
void WI_drawNetgameStats () { int i, x, y; int pwidth = percent->GetWidth(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); if (gameinfo.gametype == GAME_Doom) { // draw stat titles (top line) screen->DrawTexture (kills, NG_STATSX+NG_SPACINGX-kills->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); screen->DrawTexture (items, NG_STATSX+2*NG_SPACINGX-items->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); screen->DrawTexture (secret, NG_STATSX+3*NG_SPACINGX-secret->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); if (dofrags) screen->DrawTexture (frags, NG_STATSX+4*NG_SPACINGX-frags->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE); // draw stats y = NG_STATSY + kills->GetHeight(); for (i = 0; i < MAXPLAYERS; i++) { if (y >= 200-WI_SPACINGY) break; if (!playeringame[i]) continue; x = NG_STATSX; // [RH] Only use one graphic for the face backgrounds screen->DrawTexture (p, x - p->GetWidth(), y, DTA_Translation, translationtables[TRANSLATION_Players] + i*256, DTA_Clean, true, TAG_DONE); if (i == me) screen->DrawTexture (star, x - p->GetWidth(), y, DTA_Translation, translationtables[TRANSLATION_Players] + i*256, DTA_Clean, true, TAG_DONE); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_kills[i], wbs->maxkills); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_items[i], wbs->maxitems); x += NG_SPACINGX; WI_drawPercent (x-pwidth, y+10, cnt_secret[i], wbs->maxsecret); x += NG_SPACINGX; if (dofrags) WI_drawNum(x, y+10, cnt_frags[i], -1, false); y += WI_SPACINGY; } } else { screen->SetFont (BigFont); screen->DrawText (CR_UNTRANSLATED, 95, 35, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 155, 35, "BONUS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); screen->DrawText (CR_UNTRANSLATED, 232, 35, "SECRET", DTA_Clean, true, DTA_Shadow, true, TAG_DONE); WI_drawLF (); y = 50; for (i = 0; i < MAXPLAYERS; i++) { if (y >= 200-WI_SPACINGY) break; if (!playeringame[i]) continue; screen->DrawTexture (star, 25, y, DTA_Translation, translationtables[TRANSLATION_Players] + i*256, DTA_Clean, true, TAG_DONE); WI_drawPercent (127, y+10, cnt_kills[i], wbs->maxkills); if (ng_state >= 4) { WI_drawPercent (202, y+10, cnt_items[i], wbs->maxitems); if (ng_state >= 6) { WI_drawPercent (279, y+10, cnt_secret[i], wbs->maxsecret); } } y += 37; } } }
void WI_drawNetgameStats(void) { int i; int x; int y; int pwidth = SHORT(percent.width); WI_slamBackground(); // draw animated background WI_drawAnimatedBack(); WI_drawLF(); // draw stat titles (top line) WI_DrawPatch(NG_STATSX + NG_SPACINGX - SHORT(kills.width), NG_STATSY, kills.lump); WI_DrawPatch(NG_STATSX + 2 * NG_SPACINGX - SHORT(items.width), NG_STATSY, items.lump); WI_DrawPatch(NG_STATSX + 3 * NG_SPACINGX - SHORT(secret.width), NG_STATSY, secret.lump); if(dofrags) WI_DrawPatch(NG_STATSX + 4 * NG_SPACINGX - SHORT(frags.width), NG_STATSY, frags.lump); // draw stats y = NG_STATSY + SHORT(kills.height); for(i = 0; i < NUM_TEAMS; i++) { if(!teaminfo[i].members) continue; x = NG_STATSX; WI_DrawPatch(x - SHORT(p[i].width), y, p[i].lump); // If more than 1 member, show the member count. if(teaminfo[i].members > 1) { char tmp[40]; sprintf(tmp, "%i", teaminfo[i].members); M_WriteText2(x - p[i].width + 1, y + p[i].height - 8, tmp, hu_font_a, 1, 1, 1); } if(i == myteam) WI_DrawPatch(x - SHORT(p[i].width), y, star.lump); x += NG_SPACINGX; WI_drawPercent(x - pwidth, y + 10, cnt_kills[i]); x += NG_SPACINGX; WI_drawPercent(x - pwidth, y + 10, cnt_items[i]); x += NG_SPACINGX; WI_drawPercent(x - pwidth, y + 10, cnt_secret[i]); x += NG_SPACINGX; if(dofrags) WI_drawNum(x, y + 10, cnt_frags[i], -1); y += WI_SPACINGY; } }