1 /*
2 ** hu_scores.cpp
3 ** Routines for drawing the scoreboards.
4 **
5 **---------------------------------------------------------------------------
6 ** Copyright 1998-2008 Randy Heit
7 ** Copyright 2007-2008 Christopher Westley
8 ** All rights reserved.
9 **
10 ** Redistribution and use in source and binary forms, with or without
11 ** modification, are permitted provided that the following conditions
12 ** are met:
13 **
14 ** 1. Redistributions of source code must retain the above copyright
15 ** notice, this list of conditions and the following disclaimer.
16 ** 2. Redistributions in binary form must reproduce the above copyright
17 ** notice, this list of conditions and the following disclaimer in the
18 ** documentation and/or other materials provided with the distribution.
19 ** 3. The name of the author may not be used to endorse or promote products
20 ** derived from this software without specific prior written permission.
21 **
22 ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
23 ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
24 ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
25 ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
26 ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
27 ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
28 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
29 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
30 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
31 ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32 **---------------------------------------------------------------------------
33 **
34 */
35
36 // HEADER FILES ------------------------------------------------------------
37
38 #include "c_console.h"
39 #include "st_stuff.h"
40 #include "teaminfo.h"
41 #include "templates.h"
42 #include "v_video.h"
43 #include "doomstat.h"
44 #include "g_level.h"
45 #include "d_netinf.h"
46 #include "v_font.h"
47 #include "v_palette.h"
48 #include "d_player.h"
49 #include "hu_stuff.h"
50 #include "gstrings.h"
51 #include "d_net.h"
52 #include "c_dispatch.h"
53
54 // MACROS ------------------------------------------------------------------
55
56 // TYPES -------------------------------------------------------------------
57
58 // EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
59
60 // PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
61
62 // PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
63
64 static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]);
65 static void HU_DrawTimeRemaining (int y);
66 static void HU_DrawPlayer(player_t *, bool, int, int, int, int, int, int, int, int, int);
67
68 // EXTERNAL DATA DECLARATIONS ----------------------------------------------
69
EXTERN_CVAR(Float,timelimit)70 EXTERN_CVAR (Float, timelimit)
71
72 // PUBLIC DATA DEFINITIONS -------------------------------------------------
73
74 CVAR (Bool, sb_cooperative_enable, true, CVAR_ARCHIVE)
75 CVAR (Int, sb_cooperative_headingcolor, CR_RED, CVAR_ARCHIVE)
76 CVAR (Int, sb_cooperative_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
77 CVAR (Int, sb_cooperative_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
78
79 CVAR (Bool, sb_deathmatch_enable, true, CVAR_ARCHIVE)
80 CVAR (Int, sb_deathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
81 CVAR (Int, sb_deathmatch_yourplayercolor, CR_GREEN, CVAR_ARCHIVE)
82 CVAR (Int, sb_deathmatch_otherplayercolor, CR_GREY, CVAR_ARCHIVE)
83
84 CVAR (Bool, sb_teamdeathmatch_enable, true, CVAR_ARCHIVE)
85 CVAR (Int, sb_teamdeathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
86
87 int STACK_ARGS comparepoints (const void *arg1, const void *arg2)
88 {
89 // Compare first be frags/kills, then by name.
90 player_t *p1 = *(player_t **)arg1;
91 player_t *p2 = *(player_t **)arg2;
92 int diff;
93
94 diff = deathmatch ? p2->fragcount - p1->fragcount : p2->killcount - p1->killcount;
95 if (diff == 0)
96 {
97 diff = stricmp(p1->userinfo.GetName(), p2->userinfo.GetName());
98 }
99 return diff;
100 }
101
compareteams(const void * arg1,const void * arg2)102 int STACK_ARGS compareteams (const void *arg1, const void *arg2)
103 {
104 // Compare first by teams, then by frags, then by name.
105 player_t *p1 = *(player_t **)arg1;
106 player_t *p2 = *(player_t **)arg2;
107 int diff;
108
109 diff = p1->userinfo.GetTeam() - p2->userinfo.GetTeam();
110 if (diff == 0)
111 {
112 diff = p2->fragcount - p1->fragcount;
113 if (diff == 0)
114 {
115 diff = stricmp (p1->userinfo.GetName(), p2->userinfo.GetName());
116 }
117 }
118 return diff;
119 }
120
121 bool SB_ForceActive = false;
122
123 // PRIVATE DATA DEFINITIONS ------------------------------------------------
124
125 // CODE --------------------------------------------------------------------
126
127 //==========================================================================
128 //
129 // HU_DrawScores
130 //
131 //==========================================================================
132
HU_DrawScores(player_t * player)133 void HU_DrawScores (player_t *player)
134 {
135 if (deathmatch)
136 {
137 if (teamplay)
138 {
139 if (!sb_teamdeathmatch_enable)
140 return;
141 }
142 else
143 {
144 if (!sb_deathmatch_enable)
145 return;
146 }
147 }
148 else
149 {
150 if (!sb_cooperative_enable || !multiplayer)
151 return;
152 }
153
154 int i, j;
155 player_t *sortedplayers[MAXPLAYERS];
156
157 if (player->camera && player->camera->player)
158 player = player->camera->player;
159
160 sortedplayers[MAXPLAYERS-1] = player;
161 for (i = 0, j = 0; j < MAXPLAYERS - 1; i++, j++)
162 {
163 if (&players[i] == player)
164 i++;
165 sortedplayers[j] = &players[i];
166 }
167
168 if (teamplay && deathmatch)
169 qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams);
170 else
171 qsort (sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints);
172
173 HU_DoDrawScores (player, sortedplayers);
174
175 V_SetBorderNeedRefresh();
176 }
177
178 //==========================================================================
179 //
180 // HU_GetPlayerWidths
181 //
182 // Returns the widest player name and class icon.
183 //
184 //==========================================================================
185
HU_GetPlayerWidths(int & maxnamewidth,int & maxscorewidth,int & maxiconheight)186 void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheight)
187 {
188 maxnamewidth = SmallFont->StringWidth("Name");
189 maxscorewidth = 0;
190 maxiconheight = 0;
191
192 for (int i = 0; i < MAXPLAYERS; i++)
193 {
194 if (playeringame[i])
195 {
196 int width = SmallFont->StringWidth(players[i].userinfo.GetName());
197 if (width > maxnamewidth)
198 {
199 maxnamewidth = width;
200 }
201 if (players[i].mo->ScoreIcon.isValid())
202 {
203 FTexture *pic = TexMan[players[i].mo->ScoreIcon];
204 width = pic->GetScaledWidth() - pic->GetScaledLeftOffset() + 2;
205 if (width > maxscorewidth)
206 {
207 maxscorewidth = width;
208 }
209 // The icon's top offset does not count toward its height, because
210 // zdoom.pk3's standard Hexen class icons are designed that way.
211 int height = pic->GetScaledHeight() - pic->GetScaledTopOffset();
212 if (height > maxiconheight)
213 {
214 maxiconheight = height;
215 }
216 }
217 }
218 }
219 }
220
221 //==========================================================================
222 //
223 // HU_DoDrawScores
224 //
225 //==========================================================================
226
HU_DoDrawScores(player_t * player,player_t * sortedplayers[MAXPLAYERS])227 static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYERS])
228 {
229 int color;
230 int height, lineheight;
231 unsigned int i;
232 int maxnamewidth, maxscorewidth, maxiconheight;
233 int numTeams = 0;
234 int x, y, ypadding, bottom;
235 int col2, col3, col4, col5;
236
237 if (deathmatch)
238 {
239 if (teamplay)
240 color = sb_teamdeathmatch_headingcolor;
241 else
242 color = sb_deathmatch_headingcolor;
243 }
244 else
245 {
246 color = sb_cooperative_headingcolor;
247 }
248
249 HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
250 height = SmallFont->GetHeight() * CleanYfac;
251 lineheight = MAX(height, maxiconheight * CleanYfac);
252 ypadding = (lineheight - height + 1) / 2;
253
254 bottom = ST_Y;
255 y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
256
257 HU_DrawTimeRemaining (bottom - height);
258
259 if (teamplay && deathmatch)
260 {
261 y -= (BigFont->GetHeight() + 8) * CleanYfac;
262
263 for (i = 0; i < Teams.Size (); i++)
264 {
265 Teams[i].m_iPlayerCount = 0;
266 Teams[i].m_iScore = 0;
267 }
268
269 for (i = 0; i < MAXPLAYERS; ++i)
270 {
271 if (playeringame[sortedplayers[i]-players] && TeamLibrary.IsValidTeam (sortedplayers[i]->userinfo.GetTeam()))
272 {
273 if (Teams[sortedplayers[i]->userinfo.GetTeam()].m_iPlayerCount++ == 0)
274 {
275 numTeams++;
276 }
277
278 Teams[sortedplayers[i]->userinfo.GetTeam()].m_iScore += sortedplayers[i]->fragcount;
279 }
280 }
281
282 int scorexwidth = SCREENWIDTH / MAX(8, numTeams);
283 int numscores = 0;
284 int scorex;
285
286 for (i = 0; i < Teams.Size(); ++i)
287 {
288 if (Teams[i].m_iPlayerCount)
289 {
290 numscores++;
291 }
292 }
293
294 scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2;
295
296 for (i = 0; i < Teams.Size(); ++i)
297 {
298 if (Teams[i].m_iPlayerCount)
299 {
300 char score[80];
301 mysnprintf (score, countof(score), "%d", Teams[i].m_iScore);
302
303 screen->DrawText (BigFont, Teams[i].GetTextColor(),
304 scorex - BigFont->StringWidth(score)*CleanXfac/2, y, score,
305 DTA_CleanNoMove, true, TAG_DONE);
306
307 scorex += scorexwidth;
308 }
309 }
310
311 y += (BigFont->GetHeight() + 8) * CleanYfac;
312 }
313
314 const char *text_color = GStrings("SCORE_COLOR"),
315 *text_frags = GStrings(deathmatch ? "SCORE_FRAGS" : "SCORE_KILLS"),
316 *text_name = GStrings("SCORE_NAME"),
317 *text_delay = GStrings("SCORE_DELAY");
318
319 col2 = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
320 col3 = col2 + (SmallFont->StringWidth(text_frags) + 8) * CleanXfac;
321 col4 = col3 + maxscorewidth * CleanXfac;
322 col5 = col4 + (maxnamewidth + 8) * CleanXfac;
323 x = (SCREENWIDTH >> 1) - (((SmallFont->StringWidth(text_delay) * CleanXfac) + col5) >> 1);
324
325 screen->DrawText (SmallFont, color, x, y, text_color,
326 DTA_CleanNoMove, true, TAG_DONE);
327
328 screen->DrawText (SmallFont, color, x + col2, y, text_frags,
329 DTA_CleanNoMove, true, TAG_DONE);
330
331 screen->DrawText (SmallFont, color, x + col4, y, text_name,
332 DTA_CleanNoMove, true, TAG_DONE);
333
334 screen->DrawText(SmallFont, color, x + col5, y, text_delay,
335 DTA_CleanNoMove, true, TAG_DONE);
336
337 y += height + 6 * CleanYfac;
338 bottom -= height;
339
340 for (i = 0; i < MAXPLAYERS && y <= bottom; i++)
341 {
342 if (playeringame[sortedplayers[i] - players])
343 {
344 HU_DrawPlayer(sortedplayers[i], player == sortedplayers[i], x, col2, col3, col4, col5, maxnamewidth, y, ypadding, lineheight);
345 y += lineheight + CleanYfac;
346 }
347 }
348 }
349
350 //==========================================================================
351 //
352 // HU_DrawTimeRemaining
353 //
354 //==========================================================================
355
HU_DrawTimeRemaining(int y)356 static void HU_DrawTimeRemaining (int y)
357 {
358 if (deathmatch && timelimit && gamestate == GS_LEVEL)
359 {
360 char str[80];
361 int timeleft = (int)(timelimit * TICRATE * 60) - level.maptime;
362 int hours, minutes, seconds;
363
364 if (timeleft < 0)
365 timeleft = 0;
366
367 hours = timeleft / (TICRATE * 3600);
368 timeleft -= hours * TICRATE * 3600;
369 minutes = timeleft / (TICRATE * 60);
370 timeleft -= minutes * TICRATE * 60;
371 seconds = timeleft / TICRATE;
372
373 if (hours)
374 mysnprintf (str, countof(str), "Level ends in %d:%02d:%02d", hours, minutes, seconds);
375 else
376 mysnprintf (str, countof(str), "Level ends in %d:%02d", minutes, seconds);
377
378 screen->DrawText (SmallFont, CR_GREY, SCREENWIDTH/2 - SmallFont->StringWidth (str)/2*CleanXfac,
379 y, str, DTA_CleanNoMove, true, TAG_DONE);
380 }
381 }
382
383 //==========================================================================
384 //
385 // HU_DrawPlayer
386 //
387 //==========================================================================
388
HU_DrawPlayer(player_t * player,bool highlight,int col1,int col2,int col3,int col4,int col5,int maxnamewidth,int y,int ypadding,int height)389 static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int col5, int maxnamewidth, int y, int ypadding, int height)
390 {
391 int color;
392 char str[80];
393
394 if (highlight)
395 {
396 // The teamplay mode uses colors to show teams, so we need some
397 // other way to do highlighting. And it may as well be used for
398 // all modes for the sake of consistancy.
399 screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col5 + (maxnamewidth + 24)*CleanXfac, height + 2);
400 }
401
402 col2 += col1;
403 col3 += col1;
404 col4 += col1;
405 col5 += col1;
406
407 color = HU_GetRowColor(player, highlight);
408 HU_DrawColorBar(col1, y, height, (int)(player - players));
409 mysnprintf (str, countof(str), "%d", deathmatch ? player->fragcount : player->killcount);
410
411 screen->DrawText (SmallFont, color, col2, y + ypadding, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str,
412 DTA_CleanNoMove, true, TAG_DONE);
413
414 if (player->mo->ScoreIcon.isValid())
415 {
416 FTexture *pic = TexMan[player->mo->ScoreIcon];
417 screen->DrawTexture (pic, col3, y,
418 DTA_CleanNoMove, true,
419 TAG_DONE);
420 }
421
422 screen->DrawText (SmallFont, color, col4, y + ypadding, player->userinfo.GetName(),
423 DTA_CleanNoMove, true, TAG_DONE);
424
425 int avgdelay = 0;
426 for (int i = 0; i < BACKUPTICS; i++)
427 {
428 avgdelay += netdelay[nodeforplayer[(int)(player - players)]][i];
429 }
430 avgdelay /= BACKUPTICS;
431
432 mysnprintf(str, countof(str), "%d", (avgdelay * ticdup) * (1000 / TICRATE));
433
434 screen->DrawText(SmallFont, color, col5, y + ypadding, str,
435 DTA_CleanNoMove, true, TAG_DONE);
436
437 if (teamplay && Teams[player->userinfo.GetTeam()].GetLogo().IsNotEmpty ())
438 {
439 FTexture *pic = TexMan[Teams[player->userinfo.GetTeam()].GetLogo().GetChars ()];
440 screen->DrawTexture (pic, col1 - (pic->GetScaledWidth() + 2) * CleanXfac, y,
441 DTA_CleanNoMove, true, TAG_DONE);
442 }
443 }
444
445 //==========================================================================
446 //
447 // HU_DrawColorBar
448 //
449 //==========================================================================
450
HU_DrawColorBar(int x,int y,int height,int playernum)451 void HU_DrawColorBar(int x, int y, int height, int playernum)
452 {
453 float h, s, v, r, g, b;
454
455 D_GetPlayerColor (playernum, &h, &s, &v, NULL);
456 HSVtoRGB (&r, &g, &b, h, s, v);
457
458 screen->Clear (x, y, x + 24*CleanXfac, y + height, -1,
459 MAKEARGB(255,clamp(int(r*255.f),0,255),
460 clamp(int(g*255.f),0,255),
461 clamp(int(b*255.f),0,255)));
462 }
463
464 //==========================================================================
465 //
466 // HU_GetRowColor
467 //
468 //==========================================================================
469
HU_GetRowColor(player_t * player,bool highlight)470 int HU_GetRowColor(player_t *player, bool highlight)
471 {
472 if (teamplay && deathmatch)
473 {
474 if (TeamLibrary.IsValidTeam (player->userinfo.GetTeam()))
475 return Teams[player->userinfo.GetTeam()].GetTextColor();
476 else
477 return CR_GREY;
478 }
479 else
480 {
481 if (!highlight)
482 {
483 if (demoplayback && player == &players[consoleplayer])
484 {
485 return CR_GOLD;
486 }
487 else
488 {
489 return deathmatch ? sb_deathmatch_otherplayercolor : sb_cooperative_otherplayercolor;
490 }
491 }
492 else
493 {
494 return deathmatch ? sb_deathmatch_yourplayercolor : sb_cooperative_yourplayercolor;
495 }
496 }
497 }
498
CCMD(togglescoreboard)499 CCMD (togglescoreboard)
500 {
501 SB_ForceActive = !SB_ForceActive;
502 }
503