- Added Blzut3's patch for a real Chex Quest game mode.
SVN r1188 (trunk)
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62a9958a9a
commit
dbcc246cf3
47 changed files with 969 additions and 126 deletions
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@ -64,8 +64,8 @@ CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
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void WI_loadData ();
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void WI_unloadData ();
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#define NEXTSTAGE (gameinfo.gametype == GAME_Doom ? "weapons/rocklx" : "doors/dr1_clos")
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#define PASTSTATS (gameinfo.gametype == GAME_Doom ? "weapons/shotgr" : "plats/pt1_stop")
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#define NEXTSTAGE (gameinfo.gametype & GAME_DoomChex ? "weapons/rocklx" : "doors/dr1_clos")
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#define PASTSTATS (gameinfo.gametype & GAME_DoomChex ? "weapons/shotgr" : "plats/pt1_stop")
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// GLOBAL LOCATIONS
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#define WI_TITLEY 2
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@ -314,6 +314,7 @@ void WI_LoadBackground(bool isenterpic)
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lumpname = NULL;
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switch(gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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if (gamemode != commercial)
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{
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@ -688,14 +689,14 @@ static void WI_DrawCharPatch (FTexture *patch, int x, int y)
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{
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screen->DrawTexture (patch, x, y,
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DTA_Clean, true,
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DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
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TAG_DONE);
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}
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else
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{
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screen->DrawTexture (patch, x, y,
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DTA_Clean, true,
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DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
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DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED), // otherwise it doesn't look good in Strife!
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TAG_DONE);
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}
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@ -779,7 +780,7 @@ void WI_drawLF ()
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if (y < NG_STATSY - screen->Font->GetHeight()*3/4)
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{
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// don't draw 'finished' if the level name is too high!
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE);
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}
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@ -809,7 +810,7 @@ void WI_drawEL ()
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// draw "entering"
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// be careful with the added height so that it works for oversized 'entering' patches!
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE);
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y += entering->GetHeight() + screen->Font->GetHeight()/4;
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@ -1557,7 +1558,7 @@ void WI_drawNetgameStats ()
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WI_drawLF();
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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// draw stat titles (top line)
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screen->DrawTexture (kills, NG_STATSX+NG_SPACINGX-kills->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE);
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@ -1675,7 +1676,7 @@ void WI_updateStats ()
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{
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WI_updateAnimatedBack ();
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if ((gameinfo.gametype != GAME_Doom || acceleratestage)
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if ((!(gameinfo.gametype & GAME_DoomChex) || acceleratestage)
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&& sp_state != 10)
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{
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if (acceleratestage)
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@ -1694,7 +1695,7 @@ void WI_updateStats ()
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if (sp_state == 2)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_kills[0] += 2;
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@ -1710,7 +1711,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 4)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_items[0] += 2;
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@ -1726,7 +1727,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 6)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_secret[0] += 2;
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@ -1742,7 +1743,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 8)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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if (!(bcnt&3))
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S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
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@ -1800,7 +1801,7 @@ void WI_drawStats (void)
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WI_drawLF();
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE);
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WI_drawPercent (320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills);
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@ -1956,7 +1957,7 @@ void WI_loadData(void)
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int i;
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char name[9];
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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wiminus = TexMan["WIMINUS"]; // minus sign
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percent = TexMan["WIPCNT"]; // percent sign
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