// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: wi_stuff.cpp 3798 2013-04-24 03:09:33Z dr_sean $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2013 by The Odamex Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//		Intermission screens.
//
//-----------------------------------------------------------------------------


#include <ctype.h>
#include <stdio.h>

#include "z_zone.h"
#include "m_random.h"
#include "m_swap.h"
#include "i_system.h"
#include "i_video.h"
#include "w_wad.h"
#include "g_game.h"
#include "g_level.h"
#include "r_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "v_video.h"
#include "wi_stuff.h"
#include "c_console.h"
#include "hu_stuff.h"
#include "v_palette.h"
#include "gi.h"

void WI_unloadData(void);

//
// Data needed to add patches to full screen intermission pics.
// Patches are statistics messages, and animations.
// Loads of by-pixel layout and placement, offsets etc.
//


//
// Different vetween registered DOOM (1994) and
//	Ultimate DOOM - Final edition (retail, 1995?).
// This is supposedly ignored for commercial
//	release (aka DOOM II), which had 32 maps
//	in one episode. So there.
#define NUMEPISODES 	4
#define NUMMAPS 		9


// GLOBAL LOCATIONS
#define WI_TITLEY				2
#define WI_SPACINGY 			33

// Single Player
#define SP_STATSX		50
#define SP_STATSY		50
#define SP_TIMEX		16
#define SP_TIMEY		168

// NET GAME STUFF
#define NG_STATSY				50
#define NG_STATSX				(32 + star->width()/2 + 32*!dofrags)

#define NG_SPACINGX 			64


typedef enum
{
	ANIM_ALWAYS,
    ANIM_RANDOM,
	ANIM_LEVEL
} animenum_t;

typedef struct
{
    int		x;
    int		y;

} point_t;

//
// Animation.
// There is another anim_t used in p_spec.
//
typedef struct
{
    animenum_t	type;

    // period in tics between animations
    int		period;

    // number of animation frames
    int		nanims;

    // location of animation
    point_t	loc;

    // ALWAYS: n/a,
    // RANDOM: period deviation (<256),
    // LEVEL: level
    int		data1;

    // ALWAYS: n/a,
    // RANDOM: random base period,
    // LEVEL: n/a
    int		data2;

    // actual graphics for frames of animations
    patch_t*	p[3];

    // following must be initialized to zero before use!

    // next value of bcnt (used in conjunction with period)
    int		nexttic;

    // last drawn animation frame
    int		lastdrawn;

    // next frame number to animate
    int		ctr;

    // used by RANDOM and LEVEL when animating
    int		state;

} anim_t;

static point_t lnodes[NUMEPISODES][NUMMAPS] =
{
    // Episode 0 World Map
    {
	{ 185, 164 },	// location of level 0 (CJ)
	{ 148, 143 },	// location of level 1 (CJ)
	{ 69, 122 },	// location of level 2 (CJ)
	{ 209, 102 },	// location of level 3 (CJ)
	{ 116, 89 },	// location of level 4 (CJ)
	{ 166, 55 },	// location of level 5 (CJ)
	{ 71, 56 },	// location of level 6 (CJ)
	{ 135, 29 },	// location of level 7 (CJ)
	{ 71, 24 }	// location of level 8 (CJ)
    },

    // Episode 1 World Map should go here
    {
	{ 254, 25 },	// location of level 0 (CJ)
	{ 97, 50 },	// location of level 1 (CJ)
	{ 188, 64 },	// location of level 2 (CJ)
	{ 128, 78 },	// location of level 3 (CJ)
	{ 214, 92 },	// location of level 4 (CJ)
	{ 133, 130 },	// location of level 5 (CJ)
	{ 208, 136 },	// location of level 6 (CJ)
	{ 148, 140 },	// location of level 7 (CJ)
	{ 235, 158 }	// location of level 8 (CJ)
    },

    // Episode 2 World Map should go here
    {
	{ 156, 168 },	// location of level 0 (CJ)
	{ 48, 154 },	// location of level 1 (CJ)
	{ 174, 95 },	// location of level 2 (CJ)
	{ 265, 75 },	// location of level 3 (CJ)
	{ 130, 48 },	// location of level 4 (CJ)
	{ 279, 23 },	// location of level 5 (CJ)
	{ 198, 48 },	// location of level 6 (CJ)
	{ 140, 25 },	// location of level 7 (CJ)
	{ 281, 136 }	// location of level 8 (CJ)
    }

};

//
// Animation locations for episode 0 (1).
// Using patches saves a lot of space,
//  as they replace 320x200 full screen frames.
//
static anim_t epsd0animinfo[] =
{
    { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 }
};

static anim_t epsd1animinfo[] =
{
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  },
    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8, 0, { NULL, NULL, NULL }, 0, 0, 0, 0  }
};

static anim_t epsd2animinfo[] =
{
    { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 },
    { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 }, 0, 0, { NULL, NULL, NULL }, 0, 0, 0, 0 }
};

static int NUMANIMS[NUMEPISODES] =
{
	sizeof(epsd0animinfo)/sizeof(anim_t),
	sizeof(epsd1animinfo)/sizeof(anim_t),
	sizeof(epsd2animinfo)/sizeof(anim_t)
};

static anim_t *anims[NUMEPISODES] =
{
	epsd0animinfo,
	epsd1animinfo,
	epsd2animinfo
};

// [RH] Map name -> index mapping
static char names[NUMEPISODES][NUMMAPS][8] = {
	{ "E1M1", "E1M2", "E1M3", "E1M4", "E1M5", "E1M6", "E1M7", "E1M8", "E1M9" },
	{ "E2M1", "E2M2", "E2M3", "E2M4", "E2M5", "E2M6", "E2M7", "E2M8", "E2M9" },
	{ "E3M1", "E3M2", "E3M3", "E3M4", "E3M5", "E3M6", "E3M7", "E3M8", "E3M9" }
};

//
// GENERAL DATA
//

//
// Locally used stuff.
//
#define FB (screen)


// in seconds
#define SHOWNEXTLOCDELAY		4
//#define SHOWLASTLOCDELAY		SHOWNEXTLOCDELAY


// used to accelerate or skip a stage
static bool				acceleratestage;

// wbs->pnum
static unsigned			me;

 // specifies current state
static stateenum_t		state;

// contains information passed into intermission
static wbstartstruct_t* wbs;

static std::vector<wbplayerstruct_t> plrs;	// = wbs->plyr
static std::vector<int> cnt_kills_c;	// = cnt_kills
static std::vector<int> cnt_items_c;	// = cnt_items
static std::vector<int> cnt_secret_c;	// = cnt_secret
static std::vector<int> cnt_frags_c;	// = cnt_frags
static patch_t*			faceclassic[4];
static int dofrags;
static int ng_state;

// used for general timing
static int				cnt;

// used for timing of background animation
static int				bcnt;

/*struct count_t
{
	int cnt_kills, cnt_items, cnt_secret, cnt_frags;
};

static std::vector<count_t> stats;
static std::vector<int> dm_totals;*/

// Since classic is used for singleplayer only...
static int			cnt_kills;
static int			cnt_items;
static int			cnt_secret;
static int			cnt_time;
static int			cnt_par;
static int			cnt_pause;


//
//		GRAPHICS
//

// Scoreboard Border - Dan
//static patch_t* 		sbborder;

// You Are Here graphic
static patch_t* 		yah[2];

// splat
static patch_t* 		splat;

// %, : graphics
static patch_t*			percent;
static patch_t*			colon;

// 0-9 graphic
static patch_t* 		num[10];

// minus sign
static patch_t* 		wiminus;

// "Finished!" graphics
static patch_t* 		finished; //(Removed) Dan - Causes GUI Issues |FIX-ME|
// [Nes] Re-added for singleplayer

// "Entering" graphic
static patch_t* 		entering;

 // "Kills", "Items", "Secrets"
static patch_t*			kills;
static patch_t*			secret;
static patch_t*			items;
static patch_t* 		frags;
static patch_t*			scrt;

// Time sucks.
static patch_t*			timepatch;
static patch_t*			par;
static patch_t*			sucks;

// "Total", your face, your dead face
static patch_t* 		total;
static patch_t* 		star;
static patch_t* 		bstar;

static patch_t* 		p;		// [RH] Only one

 // Name graphics of each level (centered)
static patch_t*			lnames[2];

// [RH] Info to dynamically generate the level name graphics
static int				lnamewidths[2];
static const char			*lnametexts[2];

static DCanvas			*background;

EXTERN_CVAR (sv_maxplayers)
EXTERN_CVAR (wi_newintermission)

//
// CODE
//

// slam background
// UNUSED static unsigned char *background=0;


void WI_slamBackground (void)
{
	background->Blit (0, 0, background->width, background->height,
		FB, 0, 0, FB->width, FB->height);
}

static int WI_DrawName (const char *str, int x, int y)
{
	int lump;
	patch_t *p = NULL;
	char charname[9];

	while (*str)
	{
		sprintf (charname, "FONTB%02u", toupper(*str) - 32);
		lump = W_CheckNumForName (charname);
		if (lump != -1)
		{
			p = W_CachePatch (lump);
			FB->DrawPatchClean (p, x, y);
			x += p->width() - 1;
		}
		else
		{
			x += 12;
		}
		str++;
	}

	p = W_CachePatch ("FONTB39");
	return (5*(p->height()-p->topoffset()))/4;
}



//Draws "<Levelname> Finished!"
void WI_drawLF (void)
{
	int y;

	if (!lnames[0] && !lnamewidths[0])
		return;

	y = WI_TITLEY;

	if (lnames[0])
	{
		// draw <LevelName>
		FB->DrawPatchClean (lnames[0], (320 - lnames[0]->width())/2, y);
		y += (5*lnames[0]->height())/4;
	}
	else
	{
		// [RH] draw a dynamic title string
		y += WI_DrawName (lnametexts[0], 160 - lnamewidths[0] / 2, y);
	}

	// draw "Finished!"
	//if (!multiplayer || sv_maxplayers <= 1)
		FB->DrawPatchClean (finished, (320 - finished->width())/2, y);  // (Removed) Dan - Causes GUI Issues |FIX-ME|
}



// Draws "Entering <LevelName>"
void WI_drawEL (void)
{
	int y = WI_TITLEY;

	if (!lnames[1] && !lnamewidths[1])
		return;

	y = WI_TITLEY;

	// draw "Entering"
	FB->DrawPatchClean (entering, (320 - entering->width())/2, y);

	// [RH] Changed to adjust by height of entering patch instead of title
	y += (5*entering->height())/4;

	if (lnames[1])
	{
		// draw level
		FB->DrawPatchClean (lnames[1], (320 - lnames[1]->width())/2, y);
	}
	else
	{
		// [RH] draw a dynamic title string
		WI_DrawName (lnametexts[1], 160 - lnamewidths[1] / 2, y);
	}
}

int WI_MapToIndex (char *map)
{
	int i;

	for (i = 0; i < NUMMAPS; i++)
	{
		if (!strnicmp (names[wbs->epsd][i], map, 8))
			break;
	}
	return i;
}


// ====================================================================
// WI_drawOnLnode
// Purpose: Draw patches at a location based on episode/map
// Args:    n   -- index to map# within episode
//          c[] -- array of patches to be drawn
//          numpatches -- haleyjd 04/12/03: bug fix - number of patches
// Returns: void
//
// draw stuff at a location by episode/map#
//
// [Russell] - Modified for odamex, fixes a crash with certain pwads at
// intermission change
void WI_drawOnLnode (int n, patch_t *c[], int numpatches)
{

	int 	i;
	int 	left;
	int 	top;
	int 	right;
	int 	bottom;
	BOOL 	fits = false;

	i = 0;
	do
	{
		left = lnodes[wbs->epsd][n].x - c[i]->leftoffset();
		top = lnodes[wbs->epsd][n].y - c[i]->topoffset();
		right = left + c[i]->width();
		bottom = top + c[i]->height();

		if (left >= 0 &&
            right < screen->width &&
            top >= 0 &&
            bottom < screen->height)
		{
			fits = true;
		}
		else
		{
			i++;
		}
	} while (!fits && i != numpatches); // haleyjd: bug fix

	if (fits && i < numpatches) // haleyjd: bug fix
	{
		FB->DrawPatchIndirect (c[i], lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y);
	}
	else
	{
		// DEBUG
		DPrintf ("Could not place patch on level %d", n+1);
	}
}



void WI_initAnimatedBack (void)
{
	int i;
	anim_t *a;

	if ((gameinfo.flags & GI_MAPxx) || wbs->epsd > 2)
		return;

	for (i = 0; i < NUMANIMS[wbs->epsd]; i++)
	{
		a = &anims[wbs->epsd][i];

		// init variables
		a->ctr = -1;

		// specify the next time to draw it
		if (a->type == ANIM_ALWAYS)
			a->nexttic = bcnt + 1 + (M_Random()%a->period);
		else if (a->type == ANIM_LEVEL)
			a->nexttic = bcnt + 1;
	}

}

void WI_updateAnimatedBack (void)
{
	int i;
	anim_t *a;

	if ((gameinfo.flags & GI_MAPxx) || wbs->epsd > 2)
		return;

	for (i = 0; i < NUMANIMS[wbs->epsd]; i++)
	{
		a = &anims[wbs->epsd][i];

		if (bcnt == a->nexttic)
		{
			switch (a->type)
			{
			  case ANIM_ALWAYS:
				if (++a->ctr >= a->nanims)
					a->ctr = 0;
				a->nexttic = bcnt + a->period;
				break;

			  case ANIM_RANDOM:
				  a->ctr++;
				  if (a->ctr == a->nanims)
				  {
					  a->ctr = -1;
					  a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
				  }
					  else a->nexttic = bcnt + a->period;
				  break;

			  case ANIM_LEVEL:
				// gawd-awful hack for level anims

				if (!(state == StatCount && i == 7)
					&& (WI_MapToIndex (wbs->next) + 1) == a->data1)
				{
					a->ctr++;
					if (a->ctr == a->nanims)
						a->ctr--;
					a->nexttic = bcnt + a->period;
				}

				break;
			}
		}

	}

}

void WI_drawAnimatedBack (void)
{
	int i;
	anim_t *a;

	if (gamemode != commercial && gamemode != commercial_bfg && wbs->epsd <= 2)
	{
		background->Lock ();
		for (i = 0; i < NUMANIMS[wbs->epsd]; i++)
		{
			a = &anims[wbs->epsd][i];

			if (a->ctr >= 0)
				background->DrawPatch (a->p[a->ctr], a->loc.x, a->loc.y);
		}
		background->Unlock ();
	}

	WI_slamBackground ();
}

int WI_drawNum (int n, int x, int y, int digits)
{

    int		fontwidth = num[0]->width();
    int		neg;
    int		temp;

    if (digits < 0)
    {
	if (!n)
	{
	    // make variable-length zeros 1 digit long
	    digits = 1;
	}
	else
	{
	    // figure out # of digits in #
	    digits = 0;
	    temp = n;

	    while (temp)
	    {
		temp /= 10;
		digits++;
	    }
	}
    }

    neg = n < 0;
    if (neg)
	n = -n;

    // if non-number, do not draw it
    if (n == 1994)
	return 0;

    // draw the new number
    while (digits--)
    {
	x -= fontwidth;
	screen->DrawPatchClean(num[ n % 10 ], x, y);
	n /= 10;
    }

    // draw a minus sign if necessary
    if (neg)
	screen->DrawPatchClean(wiminus, x-=8, y);

    return x;

}

#include "hu_stuff.h"
extern patch_t *hu_font[HU_FONTSIZE];

void WI_drawPercent (int p, int x, int y, int b = 0)
{
    if (p < 0)
		return;

	screen->DrawPatchClean (percent, x, y);
	if (b == 0)
		WI_drawNum(p, x, y, -1);
	else
		WI_drawNum(p * 100 / b, x, y, -1);
}

void WI_drawTime (int t, int x, int y)
{

    int		div;
    int		n;

    if (t<0)
	return;

    if (t <= 61*59)
    {
	div = 1;

	do
	{
	    n = (t / div) % 60;
	    x = WI_drawNum(n, x, y, 2) - colon->width();
	    div *= 60;

	    // draw
	    if (div==60 || t / div)
		screen->DrawPatchClean(colon, x, y);

	} while (t / div);
    }
    else
    {
	// "sucks"
	screen->DrawPatchClean(sucks, x - sucks->width(), y);
    }
}

void WI_End (void)
{
	WI_unloadData();

	if(background)
	{
		I_FreeScreen(background);
		background = NULL;
	}
}

void WI_initNoState (void)
{
	state = NoState;
	acceleratestage = 0;
	cnt = 10;
}

void WI_updateNoState (void)
{
	WI_updateAnimatedBack();

	// denis - let the server decide when to load the next map
	if(serverside)
	{
		if (!--cnt)
		{
			WI_End();
			G_WorldDone();
		}
	}
}

static BOOL snl_pointeron = false;

void WI_initShowNextLoc (void)
{
	state = ShowNextLoc;
	acceleratestage = 0;
	cnt = SHOWNEXTLOCDELAY * TICRATE;

	WI_initAnimatedBack();
}

void WI_updateShowNextLoc (void)
{
	WI_updateAnimatedBack();

	if(serverside)
	{
		if (!--cnt || acceleratestage)
			WI_initNoState();
		else
			snl_pointeron = (cnt & 31) < 20;
	}
}

void WI_drawShowNextLoc (void)
{
	int i;

	// draw animated background
	WI_drawAnimatedBack ();

	if (gamemode != commercial && gamemode != commercial_bfg )
	{
		if (wbs->epsd > 2)
		{
			WI_drawEL();
			return;
		}

		// draw a splat on taken cities.
		for (i=0; i < NUMMAPS; i++) {
			if (FindLevelInfo (names[wbs->epsd][i])->flags & LEVEL_VISITED)
				WI_drawOnLnode(i, &splat, 1);
		}

		// draw flashing ptr
		if (snl_pointeron)
			WI_drawOnLnode(WI_MapToIndex (wbs->next), yah, 2);
	}

	// draws which level you are entering..
	WI_drawEL();

}

void WI_drawNoState (void)
{
	snl_pointeron = true;
	WI_drawShowNextLoc();
}

int WI_fragSum (player_t &player)
{
	return player.fragcount;
}

void WI_drawDeathmatchStats (void)
{
	// draw animated background
	WI_drawAnimatedBack();
	WI_drawLF();

	// [RH] Draw heads-up scores display
	HU_DrawScores (&players[me]);
}

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_updateNetgameStats (void)
{

	unsigned int i;
	int fsum;
	BOOL stillticking;

	WI_updateAnimatedBack();

	if (acceleratestage && ng_state != 10)
	{
		acceleratestage = 0;

		for (i=0 ; i<players.size(); i++)
		{
			if (!players[i].ingame())
				continue;

			cnt_kills_c[i] = plrs[i].skills;
			cnt_items_c[i] = plrs[i].sitems;
			cnt_secret_c[i] = plrs[i].ssecret;

			if (dofrags)
				cnt_frags_c[i] = WI_fragSum (players[i]);
		}
		S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
		ng_state = 10;
	}

	if (ng_state == 2)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<players.size() ; i++)
		{
			if (!players[i].ingame())
				continue;

			cnt_kills_c[i] += 2;

			if (cnt_kills_c[i] > plrs[i].skills)
				cnt_kills_c[i] = plrs[i].skills;
			else
				stillticking = true;
		}

		if (!stillticking)
		{
			S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
			ng_state++;
		}
	}
	else if (ng_state == 4)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<players.size() ; i++)
		{
			if (!players[i].ingame())
				continue;

			cnt_items_c[i] += 2;
			if (cnt_items_c[i] > plrs[i].sitems)
				cnt_items_c[i] = plrs[i].sitems;
			else
				stillticking = true;
		}
		if (!stillticking)
		{
			S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
			ng_state++;
		}
	}
	else if (ng_state == 6)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<players.size() ; i++)
		{
			if (!players[i].ingame())
				continue;

			cnt_secret_c[i] += 2;

			if (cnt_secret_c[i] > plrs[i].ssecret)
				cnt_secret_c[i] = plrs[i].ssecret;
			else
				stillticking = true;
		}

		if (!stillticking)
		{
			S_Sound (CHAN_INTERFACE, "weapons/rocklx", 1, ATTN_NONE);
			ng_state += 1 + 2*!dofrags;
		}
	}
	else if (ng_state == 8)
	{
		if (!(bcnt&3))
			S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

		stillticking = false;

		for (i=0 ; i<players.size() ; i++)
		{
			if (!players[i].ingame())
				continue;

			cnt_frags_c[i] += 1;

			if (cnt_frags_c[i] >= (fsum = WI_fragSum(players[i])))
				cnt_frags_c[i] = fsum;
			else
				stillticking = true;
		}

		if (!stillticking)
		{
			S_Sound (CHAN_INTERFACE, "player/male/death1", 1, ATTN_NONE);
			ng_state++;
		}
	}
	else if (ng_state == 10)
	{
		if (acceleratestage)
		{
			S_Sound (CHAN_INTERFACE, "weapons/shotgr", 1, ATTN_NONE);
			if ( (gameinfo.flags & GI_MAPxx) )
				WI_initNoState();
			else
				WI_initShowNextLoc();
		}
	}
	else if (ng_state & 1)
	{
		if (!--cnt_pause)
		{
			ng_state++;
			cnt_pause = TICRATE;
		}
	}
}

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;
	}
}

static int	sp_state;

void WI_initStats(void)
{
    state = StatCount;
    acceleratestage = 0;
    sp_state = 1;
    cnt_kills = cnt_items = cnt_secret = -1;
    cnt_time = cnt_par = -1;
    cnt_pause = TICRATE;

    WI_initAnimatedBack();
}

void WI_updateStats(void)
{

    WI_updateAnimatedBack();

    if (acceleratestage && sp_state != 10)
    {
	acceleratestage = 0;
	cnt_kills = (wminfo.maxkills) ? (level.killed_monsters * 100) / wminfo.maxkills : 0;
	cnt_items = (wminfo.maxitems) ? (level.found_items * 100) / wminfo.maxitems : 0;
	cnt_secret = (wminfo.maxsecret) ? (level.found_secrets * 100) / wminfo.maxsecret : 0;
	cnt_time = (plrs[me].stime) ? plrs[me].stime / TICRATE : level.time / TICRATE;
	cnt_par = wminfo.partime / TICRATE;
	S_Sound (CHAN_INTERFACE, "world/barrelx", 1, ATTN_NONE);
	sp_state = 10;
    }

    if (sp_state == 2)
    {
	cnt_kills += 2;

	if (!(bcnt&3))
	    S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

	if (!wminfo.maxkills || cnt_kills >= (level.killed_monsters * 100) / wminfo.maxkills)
	{
	    cnt_kills = (wminfo.maxkills) ? (level.killed_monsters * 100) / wminfo.maxkills : 0;
	    S_Sound (CHAN_INTERFACE, "world/barrelx", 1, ATTN_NONE);
	    sp_state++;
	}
    }
    else if (sp_state == 4)
    {
	cnt_items += 2;

	if (!(bcnt&3))
	    S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

	if (!wminfo.maxitems || cnt_items >= (level.found_items * 100) / wminfo.maxitems)
	{
	    cnt_items = (wminfo.maxitems) ? (level.found_items * 100) / wminfo.maxitems : 0;
	    S_Sound (CHAN_INTERFACE, "world/barrelx", 1, ATTN_NONE);
	    sp_state++;
	}
    }
    else if (sp_state == 6)
    {
	cnt_secret += 2;

	if (!(bcnt&3))
	    S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

	if (!wminfo.maxsecret || cnt_secret >= (level.found_secrets * 100) / wminfo.maxsecret)
	{
	    cnt_secret = (wminfo.maxsecret) ? (level.found_secrets * 100) / wminfo.maxsecret : 0;
	    S_Sound (CHAN_INTERFACE, "world/barrelx", 1, ATTN_NONE);
	    sp_state++;
	}
    }

    else if (sp_state == 8)
    {
	if (!(bcnt&3))
	    S_Sound (CHAN_INTERFACE, "weapons/pistol", 1, ATTN_NONE);

	cnt_time += 3;

	if (cnt_time >= level.time / TICRATE)
	    cnt_time = level.time / TICRATE;

	cnt_par += 3;

	if (cnt_par >= wminfo.partime / TICRATE)
	{
	    cnt_par = wminfo.partime / TICRATE;

	    if (cnt_time >= level.time / TICRATE)
	    {
		S_Sound (CHAN_INTERFACE, "world/barrelx", 1, ATTN_NONE);
		sp_state++;
	    }
	}
    }
    else if (sp_state == 10)
    {
	if (acceleratestage)
	{
	    S_Sound (CHAN_INTERFACE, "weapons/shotgr", 1, ATTN_NONE);

	    if ((gameinfo.flags & GI_MAPxx))
		WI_initNoState();
	    else
		WI_initShowNextLoc();
	}
    }
    else if (sp_state & 1)
    {
	if (!--cnt_pause)
	{
	    sp_state++;
	    cnt_pause = TICRATE;
	}
    }

}

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_checkForAccelerate(void)
{
	if(!serverside)
		return;

    // check for button presses to skip delays
    for (size_t i = 0; i < players.size() ; i++)
    {
		if (players[i].ingame())
		{
			player_t *player = &players[i];

			if (player->cmd.ucmd.buttons & BT_ATTACK)
			{
				if (!player->attackdown)
					acceleratestage = 1;
				player->attackdown = true;
			}
			else
				player->attackdown = false;
			if (player->cmd.ucmd.buttons & BT_USE)
			{
				if (!player->usedown)
					acceleratestage = 1;
				player->usedown = true;
			}
			else
				player->usedown = false;
		}
    }
}

// Updates stuff each tick
void WI_Ticker (void)
{
	// counter for general background animation
	bcnt++;

	if (bcnt == 1)
	{
		// intermission music
		if ((gameinfo.flags & GI_MAPxx))
			S_ChangeMusic ("d_dm2int", true);
		else
			S_ChangeMusic ("d_inter", true);
	}

    WI_checkForAccelerate();

	switch (state)
	{
		case StatCount:
			if (multiplayer && sv_maxplayers > 1)
			{
				if (sv_gametype == 0 && !wi_newintermission && sv_maxplayers < 5)
					WI_updateNetgameStats();
				else
					WI_updateNoState();
			}
			else
				WI_updateStats();
			break;

		case ShowNextLoc:
			WI_updateShowNextLoc();
			break;

		case NoState:
			WI_updateNoState();
			break;
	}
}

static int WI_CalcWidth (const char *str)
{
	int w = 0;
	int lump;
	patch_t *p;
	char charname[9];

	if (!str)
		return 0;

	while (*str) {
		sprintf (charname, "FONTB%02u", toupper(*str) - 32);
		lump = W_CheckNumForName (charname);
		if (lump != -1) {
			p = W_CachePatch (lump);
			w += p->width() - 1;
		} else {
			w += 12;
		}
		str++;
	}

	return w;
}

void WI_loadData (void)
{
	int i, j;
	char name[9];
	anim_t *a;
	patch_t *bg;

	if ((gameinfo.flags & GI_MAPxx) ||
		((gameinfo.flags & GI_MENUHACK_RETAIL) && wbs->epsd >= 3))
		strcpy (name, "INTERPIC");
	else
		sprintf (name, "WIMAP%d", wbs->epsd);

	// background
	bg = W_CachePatch (name);
	background = I_AllocateScreen (bg->width(), bg->height(), 8);
	background->Lock ();
	background->DrawPatch (bg, 0, 0);
	background->Unlock ();

	for (i = 0; i < 2; i++)
	{
		char *lname = (i == 0 ? wbs->lname0 : wbs->lname1);

		if (lname)
			j = W_CheckNumForName (lname);
		else
			j = -1;

		if (j >= 0)
		{
			lnames[i] = W_CachePatch (j, PU_STATIC);
		}
		else
		{
			lnames[i] = NULL;
			lnametexts[i] = FindLevelInfo (i == 0 ? wbs->current : wbs->next)->level_name;
			lnamewidths[i] = WI_CalcWidth (lnametexts[i]);
		}
	}

	if (gamemode != commercial && gamemode != commercial_bfg )
	{
		// you are here
		yah[0] = W_CachePatch ("WIURH0", PU_STATIC);

		// you are here (alt.)
		yah[1] = W_CachePatch ("WIURH1", PU_STATIC);

		// splat
		splat = W_CachePatch ("WISPLAT", PU_STATIC);

		if (wbs->epsd < 3)
		{
			for (j=0;j<NUMANIMS[wbs->epsd];j++)
			{
				a = &anims[wbs->epsd][j];
				for (i=0;i<a->nanims;i++)
				{
					// MONDO HACK!
					if (wbs->epsd != 1 || j != 8)
					{
						// animations
						sprintf (name, "WIA%d%.2d%.2d", wbs->epsd, j, i);
						a->p[i] = W_CachePatch (name, PU_STATIC);
					}
					else
					{
						// HACK ALERT!
						a->p[i] = anims[1][4].p[i];
					}
				}
			}
		}
	}

	for (i=0;i<10;i++)
    {
		 // numbers 0-9
		sprintf(name, "WINUM%d", i);
		num[i] = W_CachePatch (name, PU_STATIC);
    }

    wiminus = W_CachePatch ("WIMINUS", PU_STATIC);

	// percent sign
    percent = W_CachePatch ("WIPCNT", PU_STATIC);

	// ":"
    colon = W_CachePatch ("WICOLON", PU_STATIC);

	// "finished"
	finished = W_CachePatch ("WIF", PU_STATIC); // (Removed) Dan - Causes GUI Issues |FIX-ME|

	// "entering"
	entering = W_CachePatch ("WIENTER", PU_STATIC);

	// "kills"
    kills = W_CachePatch ("WIOSTK", PU_STATIC);

	// "items"
    items = W_CachePatch ("WIOSTI", PU_STATIC);

    // "scrt"
    scrt = W_CachePatch ("WIOSTS", PU_STATIC);

	// "secret"
    secret = W_CachePatch ("WISCRT2", PU_STATIC);

	// "frgs"
	frags = (patch_t *)W_CachePatch ("WIFRGS", PU_STATIC);

	// "time"
    timepatch = W_CachePatch ("WITIME", PU_STATIC);

    // "sucks"
    sucks =W_CachePatch ("WISUCKS", PU_STATIC);

    // "par"
    par = W_CachePatch ("WIPAR", PU_STATIC);

	// "total"
	total = (patch_t *)W_CachePatch ("WIMSTT", PU_STATIC);

	// your face
	star = (patch_t *)W_CachePatch ("STFST01", PU_STATIC);

	// dead face
	bstar = (patch_t *)W_CachePatch("STFDEAD0", PU_STATIC);

	p = W_CachePatch ("STPBANY", PU_STATIC);

	// [Nes] Classic vanilla lifebars.
	for (i = 0; i < 4; i++) {
		sprintf(name, "STPB%d", i);
		faceclassic[i] = W_CachePatch(name, PU_STATIC);
	}
}

void WI_unloadData (void)
{
/*	int i, j;

	Z_ChangeTag (wiminus, PU_CACHE);

	for (i = 0; i < 10; i++)
		Z_ChangeTag (num[i], PU_CACHE);

	for (i = 0; i < 2; i++) {
		if (lnames[i]) {
			Z_ChangeTag (lnames[i], PU_CACHE);
			lnames[i] = NULL;
		}
	}

	if (gamemode != commercial && gamemode != commercial_bfg )
	{
		Z_ChangeTag (yah[0], PU_CACHE);
		Z_ChangeTag (yah[1], PU_CACHE);

		Z_ChangeTag (splat, PU_CACHE);

		if (wbs->epsd < 3)
		{
			for (j=0;j<NUMANIMS[wbs->epsd];j++)
			{
				if (wbs->epsd != 1 || j != 8)
					for (i=0;i<anims[wbs->epsd][j].nanims;i++)
						Z_ChangeTag (anims[wbs->epsd][j].p[i], PU_CACHE);
			}
		}
	}

	//Z_ChangeTag (finished, PU_CACHE); (Removed) Dan - Causes GUI Issues |FIX-ME|
	Z_ChangeTag (entering, PU_CACHE);

	Z_ChangeTag (p, PU_CACHE);*/

	int i;

	for (i=0 ; i<10 ; i++)
		Z_ChangeTag(num[i], PU_CACHE);

	Z_ChangeTag(wiminus, PU_CACHE);
    Z_ChangeTag(percent, PU_CACHE);
    Z_ChangeTag(colon, PU_CACHE);
	Z_ChangeTag(kills, PU_CACHE);
	Z_ChangeTag(secret, PU_CACHE);
	Z_ChangeTag(frags, PU_CACHE);
	Z_ChangeTag(items, PU_CACHE);
    Z_ChangeTag(finished, PU_CACHE);
    Z_ChangeTag(entering, PU_CACHE);
    Z_ChangeTag(timepatch, PU_CACHE);
    Z_ChangeTag(sucks, PU_CACHE);
    Z_ChangeTag(par, PU_CACHE);
	Z_ChangeTag (total, PU_CACHE);
	//	Z_ChangeTag(star, PU_CACHE);
	//	Z_ChangeTag(bstar, PU_CACHE);
    Z_ChangeTag(p, PU_CACHE);

	for (i=0 ; i<4 ; i++)
		Z_ChangeTag(faceclassic[i], PU_CACHE);
}

void WI_Drawer (void)
{
	// If the background screen has been freed, then we really shouldn't
	// be in here. (But it happens anyway.)
	if (background)
	{
		switch (state)
		{
		case StatCount:
			if (multiplayer && sv_maxplayers > 1)
			{
				if (sv_gametype == 0 && !wi_newintermission && sv_maxplayers < 5)
					WI_drawNetgameStats();
				else
					WI_drawDeathmatchStats();
			}
			else
				WI_drawStats();
			break;

		case ShowNextLoc:
			WI_drawShowNextLoc();
			break;

		default:
			WI_drawNoState();
			break;
		}
	}
}


void WI_initVariables (wbstartstruct_t *wbstartstruct)
{
	wbs = wbstartstruct;

	acceleratestage = 0;
	cnt = bcnt = 0;
	me = wbs->pnum;
	plrs = wbs->plyr;
}

void WI_Start (wbstartstruct_t *wbstartstruct)
{
	WI_initVariables (wbstartstruct);
	WI_loadData ();
	WI_initStats();
	WI_initNetgameStats();

	V_SetBlend (0,0,0,0);
	S_StopAllChannels ();
 	SN_StopAllSequences ();
}

VERSION_CONTROL (wi_stuff_cpp, "$Id: wi_stuff.cpp 3798 2013-04-24 03:09:33Z dr_sean $")


