doom-ios/code/prboom/f_finale.c

668 lines
18 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Game completion, final screen animation.
*
*-----------------------------------------------------------------------------
*/
#include "doomstat.h"
#include "d_event.h"
#include "v_video.h"
#include "w_wad.h"
#include "s_sound.h"
#include "sounds.h"
#include "d_deh.h" // Ty 03/22/98 - externalizations
#include "f_finale.h" // CPhipps - hmm...
// Stage of animation:
// 0 = text, 1 = art screen, 2 = character cast
static int finalestage; // cph -
static int finalecount; // made static
static const char* finaletext; // cph -
static const char* finaleflat; // made static const
// defines for the end mission display text // phares
#define TEXTSPEED 3 // original value // phares
#define TEXTWAIT 250 // original value // phares
#define NEWTEXTSPEED 0.01f // new value // phares
#define NEWTEXTWAIT 1000 // new value // phares
// CPhipps - removed the old finale screen text message strings;
// they were commented out for ages already
// Ty 03/22/98 - ... the new s_WHATEVER extern variables are used
// in the code below instead.
void F_StartCast (void);
void F_CastTicker (void);
boolean F_CastResponder (event_t *ev);
void F_CastDrawer (void);
void WI_checkForAccelerate(void); // killough 3/28/98: used to
extern int acceleratestage; // accelerate intermission screens
static int midstage; // whether we're in "mid-stage"
//
// F_StartFinale
//
void F_StartFinale (void)
{
gameaction = ga_nothing;
gamestate = GS_FINALE;
automapmode &= ~am_active;
// killough 3/28/98: clear accelerative text flags
acceleratestage = midstage = 0;
// Okay - IWAD dependend stuff.
// This has been changed severly, and
// some stuff might have changed in the process.
switch ( gamemode )
{
// DOOM 1 - E1, E3 or E4, but each nine missions
case shareware:
case registered:
case retail:
{
S_ChangeMusic(mus_victor, true);
switch (gameepisode)
{
case 1:
finaleflat = bgflatE1; // Ty 03/30/98 - new externalized bg flats
finaletext = s_E1TEXT; // Ty 03/23/98 - Was e1text variable.
break;
case 2:
finaleflat = bgflatE2;
finaletext = s_E2TEXT; // Ty 03/23/98 - Same stuff for each
break;
case 3:
finaleflat = bgflatE3;
finaletext = s_E3TEXT;
break;
case 4:
finaleflat = bgflatE4;
finaletext = s_E4TEXT;
break;
default:
// Ouch.
break;
}
break;
}
// DOOM II and missions packs with E1, M34
case commercial:
{
S_ChangeMusic(mus_read_m, true);
// Ty 08/27/98 - added the gamemission logic
switch (gamemap)
{
case 6:
finaleflat = bgflat06;
finaletext = (gamemission==pack_tnt) ? s_T1TEXT :
(gamemission==pack_plut) ? s_P1TEXT : s_C1TEXT;
break;
case 11:
finaleflat = bgflat11;
finaletext = (gamemission==pack_tnt) ? s_T2TEXT :
(gamemission==pack_plut) ? s_P2TEXT : s_C2TEXT;
break;
case 20:
finaleflat = bgflat20;
finaletext = (gamemission==pack_tnt) ? s_T3TEXT :
(gamemission==pack_plut) ? s_P3TEXT : s_C3TEXT;
break;
case 30:
finaleflat = bgflat30;
finaletext = (gamemission==pack_tnt) ? s_T4TEXT :
(gamemission==pack_plut) ? s_P4TEXT : s_C4TEXT;
break;
case 15:
finaleflat = bgflat15;
finaletext = (gamemission==pack_tnt) ? s_T5TEXT :
(gamemission==pack_plut) ? s_P5TEXT : s_C5TEXT;
break;
case 31:
finaleflat = bgflat31;
finaletext = (gamemission==pack_tnt) ? s_T6TEXT :
(gamemission==pack_plut) ? s_P6TEXT : s_C6TEXT;
break;
default:
// Ouch.
break;
}
break;
// Ty 08/27/98 - end gamemission logic
}
// Indeterminate.
default: // Ty 03/30/98 - not externalized
S_ChangeMusic(mus_read_m, true);
finaleflat = "F_SKY1"; // Not used anywhere else.
finaletext = s_C1TEXT; // FIXME - other text, music?
break;
}
finalestage = 0;
finalecount = 0;
}
boolean F_Responder (event_t *event)
{
if (finalestage == 2)
return F_CastResponder (event);
return false;
}
// Get_TextSpeed() returns the value of the text display speed // phares
// Rewritten to allow user-directed acceleration -- killough 3/28/98
static float Get_TextSpeed(void)
{
return midstage ? NEWTEXTSPEED : (midstage=acceleratestage) ?
acceleratestage=0, NEWTEXTSPEED : TEXTSPEED;
}
//
// F_Ticker
//
// killough 3/28/98: almost totally rewritten, to use
// player-directed acceleration instead of constant delays.
// Now the player can accelerate the text display by using
// the fire/use keys while it is being printed. The delay
// automatically responds to the user, and gives enough
// time to read.
//
// killough 5/10/98: add back v1.9 demo compatibility
//
void F_Ticker(void)
{
int i;
if (!demo_compatibility)
WI_checkForAccelerate(); // killough 3/28/98: check for acceleration
else
if (gamemode == commercial && finalecount > 50) // check for skipping
for (i=0; i<MAXPLAYERS; i++)
if (players[i].cmd.buttons)
goto next_level; // go on to the next level
// advance animation
finalecount++;
if (finalestage == 2)
F_CastTicker();
if (!finalestage)
{
float speed = demo_compatibility ? TEXTSPEED : Get_TextSpeed();
/* killough 2/28/98: changed to allow acceleration */
if (finalecount > strlen(finaletext)*speed +
(midstage ? NEWTEXTWAIT : TEXTWAIT) ||
(midstage && acceleratestage)) {
if (gamemode != commercial) // Doom 1 / Ultimate Doom episode end
{ // with enough time, it's automatic
finalecount = 0;
finalestage = 1;
wipegamestate = -1; // force a wipe
if (gameepisode == 3)
S_StartMusic(mus_bunny);
}
else // you must press a button to continue in Doom 2
if (!demo_compatibility && midstage)
{
next_level:
if (gamemap == 30)
F_StartCast(); // cast of Doom 2 characters
else
gameaction = ga_worlddone; // next level, e.g. MAP07
}
}
}
}
//
// F_TextWrite
//
// This program displays the background and text at end-mission // phares
// text time. It draws both repeatedly so that other displays, // |
// like the main menu, can be drawn over it dynamically and // V
// erased dynamically. The TEXTSPEED constant is changed into
// the Get_TextSpeed function so that the speed of writing the // ^
// text can be increased, and there's still time to read what's // |
// written. // phares
// CPhipps - reformatted
#include "hu_stuff.h"
extern patchnum_t hu_font[HU_FONTSIZE];
static void F_TextWrite (void)
{
V_DrawBackground(finaleflat, 0);
{ // draw some of the text onto the screen
int cx = 10;
int cy = 10;
const char* ch = finaletext; // CPhipps - const
int count = (int)((float)(finalecount - 10)/Get_TextSpeed()); // phares
int w;
if (count < 0)
count = 0;
for ( ; count ; count-- ) {
int c = *ch++;
if (!c)
break;
if (c == '\n') {
cx = 10;
cy += 11;
continue;
}
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE) {
cx += 4;
continue;
}
w = hu_font[c].width;
if (cx+w > SCREENWIDTH)
break;
// CPhipps - patch drawing updated
V_DrawNumPatch(cx, cy, 0, hu_font[c].lumpnum, CR_DEFAULT, VPT_STRETCH);
cx+=w;
}
}
}
//
// Final DOOM 2 animation
// Casting by id Software.
// in order of appearance
//
typedef struct
{
const char **name; // CPhipps - const**
mobjtype_t type;
} castinfo_t;
#define MAX_CASTORDER 18 /* Ty - hard coded for now */
static const castinfo_t castorder[] = { // CPhipps - static const, initialised here
{ &s_CC_ZOMBIE, MT_POSSESSED },
{ &s_CC_SHOTGUN, MT_SHOTGUY },
{ &s_CC_HEAVY, MT_CHAINGUY },
{ &s_CC_IMP, MT_TROOP },
{ &s_CC_DEMON, MT_SERGEANT },
{ &s_CC_LOST, MT_SKULL },
{ &s_CC_CACO, MT_HEAD },
{ &s_CC_HELL, MT_KNIGHT },
{ &s_CC_BARON, MT_BRUISER },
{ &s_CC_ARACH, MT_BABY },
{ &s_CC_PAIN, MT_PAIN },
{ &s_CC_REVEN, MT_UNDEAD },
{ &s_CC_MANCU, MT_FATSO },
{ &s_CC_ARCH, MT_VILE },
{ &s_CC_SPIDER, MT_SPIDER },
{ &s_CC_CYBER, MT_CYBORG },
{ &s_CC_HERO, MT_PLAYER },
{ NULL, 0}
};
int castnum;
int casttics;
state_t* caststate;
boolean castdeath;
int castframes;
int castonmelee;
boolean castattacking;
//
// F_StartCast
//
void F_StartCast (void)
{
wipegamestate = -1; // force a screen wipe
castnum = 0;
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
casttics = caststate->tics;
castdeath = false;
finalestage = 2;
castframes = 0;
castonmelee = 0;
castattacking = false;
S_ChangeMusic(mus_evil, true);
}
//
// F_CastTicker
//
void F_CastTicker (void)
{
int st;
int sfx;
if (--casttics > 0)
return; // not time to change state yet
if (caststate->tics == -1 || caststate->nextstate == S_NULL)
{
// switch from deathstate to next monster
castnum++;
castdeath = false;
if (castorder[castnum].name == NULL)
castnum = 0;
if (mobjinfo[castorder[castnum].type].seesound)
S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
castframes = 0;
}
else
{
// just advance to next state in animation
if (caststate == &states[S_PLAY_ATK1])
goto stopattack; // Oh, gross hack!
st = caststate->nextstate;
caststate = &states[st];
castframes++;
// sound hacks....
switch (st)
{
case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
case S_POSS_ATK2: sfx = sfx_pistol; break;
case S_SPOS_ATK2: sfx = sfx_shotgn; break;
case S_VILE_ATK2: sfx = sfx_vilatk; break;
case S_SKEL_FIST2: sfx = sfx_skeswg; break;
case S_SKEL_FIST4: sfx = sfx_skepch; break;
case S_SKEL_MISS2: sfx = sfx_skeatk; break;
case S_FATT_ATK8:
case S_FATT_ATK5:
case S_FATT_ATK2: sfx = sfx_firsht; break;
case S_CPOS_ATK2:
case S_CPOS_ATK3:
case S_CPOS_ATK4: sfx = sfx_shotgn; break;
case S_TROO_ATK3: sfx = sfx_claw; break;
case S_SARG_ATK2: sfx = sfx_sgtatk; break;
case S_BOSS_ATK2:
case S_BOS2_ATK2:
case S_HEAD_ATK2: sfx = sfx_firsht; break;
case S_SKULL_ATK2: sfx = sfx_sklatk; break;
case S_SPID_ATK2:
case S_SPID_ATK3: sfx = sfx_shotgn; break;
case S_BSPI_ATK2: sfx = sfx_plasma; break;
case S_CYBER_ATK2:
case S_CYBER_ATK4:
case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
case S_PAIN_ATK3: sfx = sfx_sklatk; break;
default: sfx = 0; break;
}
if (sfx)
S_StartSound (NULL, sfx);
}
if (castframes == 12)
{
// go into attack frame
castattacking = true;
if (castonmelee)
caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
else
caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
castonmelee ^= 1;
if (caststate == &states[S_NULL])
{
if (castonmelee)
caststate=
&states[mobjinfo[castorder[castnum].type].meleestate];
else
caststate=
&states[mobjinfo[castorder[castnum].type].missilestate];
}
}
if (castattacking)
{
if (castframes == 24
|| caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
{
stopattack:
castattacking = false;
castframes = 0;
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
}
}
casttics = caststate->tics;
if (casttics == -1)
casttics = 15;
}
//
// F_CastResponder
//
boolean F_CastResponder (event_t* ev)
{
if (ev->type != ev_keydown)
return false;
if (castdeath)
return true; // already in dying frames
// go into death frame
castdeath = true;
caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
casttics = caststate->tics;
castframes = 0;
castattacking = false;
if (mobjinfo[castorder[castnum].type].deathsound)
S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
return true;
}
static void F_CastPrint (const char* text) // CPhipps - static, const char*
{
const char* ch; // CPhipps - const
int c;
int cx;
int w;
int width;
// find width
ch = text;
width = 0;
while (ch)
{
c = *ch++;
if (!c)
break;
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
width += 4;
continue;
}
w = hu_font[c].width;
width += w;
}
// draw it
cx = 160-width/2;
ch = text;
while (ch)
{
c = *ch++;
if (!c)
break;
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
cx += 4;
continue;
}
w = hu_font[c].width;
// CPhipps - patch drawing updated
V_DrawNumPatch(cx, 180, 0, hu_font[c].lumpnum, CR_DEFAULT, VPT_STRETCH);
cx+=w;
}
}
//
// F_CastDrawer
//
void F_CastDrawer (void)
{
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
boolean flip;
// erase the entire screen to a background
// CPhipps - patch drawing updated
V_DrawNamePatch(0,0,0, bgcastcall, CR_DEFAULT, VPT_STRETCH); // Ty 03/30/98 bg texture extern
F_CastPrint (*(castorder[castnum].name));
// draw the current frame in the middle of the screen
sprdef = &sprites[caststate->sprite];
sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
lump = sprframe->lump[0];
flip = (boolean)sprframe->flip[0];
// CPhipps - patch drawing updated
V_DrawNumPatch(160, 170, 0, lump+firstspritelump, CR_DEFAULT,
VPT_STRETCH | (flip ? VPT_FLIP : 0));
}
//
// F_BunnyScroll
//
static const char pfub2[] = { "PFUB2" };
static const char pfub1[] = { "PFUB1" };
static void F_BunnyScroll (void)
{
char name[10];
int stage;
static int laststage;
{
int scrolled = 320 - (finalecount-230)/2;
if (scrolled <= 0) {
V_DrawNamePatch(0, 0, 0, pfub2, CR_DEFAULT, VPT_STRETCH);
} else if (scrolled >= 320) {
V_DrawNamePatch(0, 0, 0, pfub1, CR_DEFAULT, VPT_STRETCH);
} else {
V_DrawNamePatch(320-scrolled, 0, 0, pfub1, CR_DEFAULT, VPT_STRETCH);
V_DrawNamePatch(-scrolled, 0, 0, pfub2, CR_DEFAULT, VPT_STRETCH);
}
}
if (finalecount < 1130)
return;
if (finalecount < 1180)
{
// CPhipps - patch drawing updated
V_DrawNamePatch((320-13*8)/2, (200-8*8)/2,0, "END0", CR_DEFAULT, VPT_STRETCH);
laststage = 0;
return;
}
stage = (finalecount-1180) / 5;
if (stage > 6)
stage = 6;
if (stage > laststage)
{
S_StartSound (NULL, sfx_pistol);
laststage = stage;
}
sprintf (name,"END%i",stage);
// CPhipps - patch drawing updated
V_DrawNamePatch((320-13*8)/2, (200-8*8)/2, 0, name, CR_DEFAULT, VPT_STRETCH);
}
//
// F_Drawer
//
void F_Drawer (void)
{
if (finalestage == 2)
{
F_CastDrawer ();
return;
}
if (!finalestage)
F_TextWrite ();
else
{
switch (gameepisode)
{
// CPhipps - patch drawing updated
case 1:
if ( gamemode == retail )
V_DrawNamePatch(0, 0, 0, "CREDIT", CR_DEFAULT, VPT_STRETCH);
else
V_DrawNamePatch(0, 0, 0, "HELP2", CR_DEFAULT, VPT_STRETCH);
break;
case 2:
V_DrawNamePatch(0, 0, 0, "VICTORY2", CR_DEFAULT, VPT_STRETCH);
break;
case 3:
F_BunnyScroll ();
break;
case 4:
V_DrawNamePatch(0, 0, 0, "ENDPIC", CR_DEFAULT, VPT_STRETCH);
break;
}
}
}