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doom3-bfg/doomclassic/doom/f_finale.cpp

936 lines
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C++
Executable file

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include <ctype.h>
// Functions.
#include "i_system.h"
#include "m_swap.h"
#include "z_zone.h"
#include "v_video.h"
#include "w_wad.h"
#include "s_sound.h"
// Data.
#include "dstrings.h"
#include "sounds.h"
#include "doomstat.h"
#include "r_state.h"
#include "Main.h"
#include "d3xp/Game_local.h"
// ?
//#include "doomstat.h"
//#include "r_local.h"
//#include "f_finale.h"
// Stage of animation:
// 0 = text, 1 = art screen, 2 = character cast
const char* e1text = E1TEXT;
const char* e2text = E2TEXT;
const char* e3text = E3TEXT;
const char* e4text = E4TEXT;
const char* c1text = C1TEXT;
const char* c2text = C2TEXT;
const char* c3text = C3TEXT;
const char* c4text = C4TEXT;
const char* c5text = C5TEXT;
const char* c6text = C6TEXT;
const char* c7text = C7TEXT;
const char* c8Text = C8TEXT;
const char* p1text = P1TEXT;
const char* p2text = P2TEXT;
const char* p3text = P3TEXT;
const char* p4text = P4TEXT;
const char* p5text = P5TEXT;
const char* p6text = P6TEXT;
const char* t1text = T1TEXT;
const char* t2text = T2TEXT;
const char* t3text = T3TEXT;
const char* t4text = T4TEXT;
const char* t5text = T5TEXT;
const char* t6text = T6TEXT;
const char* finaletext;
const char* finaleflat;
void F_StartCast( void );
void F_CastTicker( void );
qboolean F_CastResponder( event_t* ev );
void F_CastDrawer( void );
//
// F_StartFinale
//
void F_StartFinale( void )
{
::g->gameaction = ga_nothing;
::g->gamestate = GS_FINALE;
::g->viewactive = false;
::g->automapactive = false;
// Check for end of episode/mission
bool endOfMission = false;
if( ( ::g->gamemission == doom || ::g->gamemission == doom2 || ::g->gamemission == pack_tnt || ::g->gamemission == pack_plut ) && ::g->gamemap == 30 )
{
endOfMission = true;
}
else if( ::g->gamemission == pack_nerve && ::g->gamemap == 8 )
{
endOfMission = true;
}
else if( ::g->gamemission == pack_master && ::g->gamemap == 21 )
{
endOfMission = true;
}
localCalculateAchievements( endOfMission );
// Okay - IWAD dependend stuff.
// This has been changed severly, and
// some stuff might have changed in the process.
switch( ::g->gamemode )
{
// DOOM 1 - E1, E3 or E4, but each nine missions
case shareware:
case registered:
case retail:
{
S_ChangeMusic( mus_victor, true );
switch( ::g->gameepisode )
{
case 1:
finaleflat = "FLOOR4_8";
finaletext = e1text;
break;
case 2:
finaleflat = "SFLR6_1";
finaletext = e2text;
break;
case 3:
finaleflat = "MFLR8_4";
finaletext = e3text;
break;
case 4:
finaleflat = "MFLR8_3";
finaletext = e4text;
break;
default:
// Ouch.
break;
}
break;
}
// DOOM II and missions packs with E1, M34
case commercial:
{
S_ChangeMusic( mus_read_m, true );
if( ::g->gamemission == doom2 || ::g->gamemission == pack_tnt || ::g->gamemission == pack_plut )
{
switch( ::g->gamemap )
{
case 6:
finaleflat = "SLIME16";
finaletext = c1text;
break;
case 11:
finaleflat = "RROCK14";
finaletext = c2text;
break;
case 20:
finaleflat = "RROCK07";
finaletext = c3text;
break;
case 30:
finaleflat = "RROCK17";
finaletext = c4text;
break;
case 15:
finaleflat = "RROCK13";
finaletext = c5text;
break;
case 31:
finaleflat = "RROCK19";
finaletext = c6text;
break;
default:
// Ouch.
break;
}
}
else if( ::g->gamemission == pack_master )
{
switch( ::g->gamemap )
{
case 21:
finaleflat = "SLIME16";
finaletext = c8Text;
break;
}
}
else if( ::g->gamemission == pack_nerve )
{
switch( ::g->gamemap )
{
case 8:
finaleflat = "SLIME16";
finaletext = c7text;
break;
}
}
break;
}
// Indeterminate.
default:
S_ChangeMusic( mus_read_m, true );
finaleflat = "F_SKY1"; // Not used anywhere else.
finaletext = c1text; // FIXME - other text, music?
break;
}
::g->finalestage = 0;
::g->finalecount = 0;
}
bool finaleButtonPressed = false;
bool startButtonPressed = false;
qboolean F_Responder( event_t* event )
{
if( !common->IsMultiplayer() && event->type == ev_keydown && event->data1 == KEY_ESCAPE )
{
startButtonPressed = true;
return true;
}
if( ::g->finalestage == 2 )
{
return F_CastResponder( event );
}
return false;
}
//
// F_Ticker
//
void F_Ticker( void )
{
int i;
// check for skipping
if( ( ::g->gamemode == commercial ) && ( ::g->finalecount > 50 ) )
{
// go on to the next level
for( i = 0 ; i < MAXPLAYERS ; i++ )
if( ::g->players[i].cmd.buttons )
{
break;
}
if( finaleButtonPressed || i < MAXPLAYERS )
{
bool castStarted = false;
if( ::g->gamemission == doom2 || ::g->gamemission == pack_plut || ::g->gamemission == pack_tnt )
{
if( ::g->gamemap == 30 )
{
F_StartCast();
castStarted = true;
}
}
else if( ::g->gamemission == pack_master )
{
if( :: g->gamemap == 21 )
{
F_StartCast();
castStarted = true;
}
}
else if( ::g->gamemission == pack_nerve )
{
if( :: g->gamemap == 8 )
{
F_StartCast();
castStarted = true;
}
}
if( castStarted == false )
{
::g->gameaction = ga_worlddone;
}
}
}
bool SkipTheText = finaleButtonPressed;
// advance animation
::g->finalecount++;
finaleButtonPressed = false;
if( ::g->finalestage == 2 )
{
F_CastTicker();
return;
}
if( ::g->gamemode == commercial )
{
startButtonPressed = false;
return;
}
if( SkipTheText && ( ::g->finalecount > 50 ) )
{
::g->finalecount = static_cast<int>( strlen( finaletext ) ) * TEXTSPEED + TEXTWAIT;
}
if( !::g->finalestage && ::g->finalecount > static_cast<int>( strlen( finaletext ) ) * TEXTSPEED + TEXTWAIT )
{
::g->finalecount = 0;
::g->finalestage = 1;
::g->wipegamestate = ( gamestate_t ) - 1; // force a wipe
if( ::g->gameepisode == 3 )
{
S_StartMusic( mus_bunny );
}
}
startButtonPressed = false;
}
//
// F_TextWrite
//
#include "hu_stuff.h"
void F_TextWrite( void )
{
byte* src;
byte* dest;
int x, y, w;
int count;
const char* ch;
int c;
int cx;
int cy;
if( ::g->finalecount == 60 )
{
DoomLib::ShowXToContinue( true );
}
// erase the entire screen to a tiled background
src = ( byte* )W_CacheLumpName( finaleflat , PU_CACHE_SHARED );
dest = ::g->screens[0];
for( y = 0 ; y < SCREENHEIGHT ; y++ )
{
for( x = 0 ; x < SCREENWIDTH / 64 ; x++ )
{
memcpy( dest, src + ( ( y & 63 ) << 6 ), 64 );
dest += 64;
}
if( SCREENWIDTH & 63 )
{
memcpy( dest, src + ( ( y & 63 ) << 6 ), SCREENWIDTH & 63 );
dest += ( SCREENWIDTH & 63 );
}
}
V_MarkRect( 0, 0, SCREENWIDTH, SCREENHEIGHT );
// draw some of the text onto the screen
cx = 10;
cy = 10;
ch = finaletext;
count = ( ::g->finalecount - 10 ) / TEXTSPEED;
if( count < 0 )
{
count = 0;
}
for( ; count ; count-- )
{
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 = SHORT( ::g->hu_font[c]->width );
if( cx + w > SCREENWIDTH )
{
break;
}
V_DrawPatch( cx, cy, 0, ::g->hu_font[c] );
cx += w;
}
}
//
// Final DOOM 2 animation
// Casting by id Software.
// in order of appearance
//
castinfo_t castorder[] =
{
{CC_ZOMBIE, MT_POSSESSED},
{CC_SHOTGUN, MT_SHOTGUY},
{CC_HEAVY, MT_CHAINGUY},
{CC_IMP, MT_TROOP},
{CC_DEMON, MT_SERGEANT},
{CC_LOST, MT_SKULL},
{CC_CACO, MT_HEAD},
{CC_HELL, MT_KNIGHT},
{CC_BARON, MT_BRUISER},
{CC_ARACH, MT_BABY},
{CC_PAIN, MT_PAIN},
{CC_REVEN, MT_UNDEAD},
{CC_MANCU, MT_FATSO},
{CC_ARCH, MT_VILE},
{CC_SPIDER, MT_SPIDER},
{CC_CYBER, MT_CYBORG},
{CC_HERO, MT_PLAYER},
{NULL, ( mobjtype_t )0}
};
//
// F_StartCast
//
void F_StartCast( void )
{
if( ::g->finalestage != 2 )
{
::g->wipegamestate = ( gamestate_t ) - 1; // force a screen wipe
::g->castnum = 0;
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].seestate];
::g->casttics = ::g->caststate->tics;
::g->castdeath = false;
::g->finalestage = 2;
::g->castframes = 0;
::g->castonmelee = 0;
::g->castattacking = false;
S_ChangeMusic( mus_evil, true );
::g->caststartmenu = ::g->finalecount + 50;
}
}
//
// F_CastTicker
//
void F_CastTicker( void )
{
int st;
int sfx;
if( ::g->finalecount == ::g->caststartmenu )
{
DoomLib::ShowXToContinue( true );
}
if( --::g->casttics > 0 )
{
return; // not time to change state yet
}
if( ::g->caststate->tics == -1 || ::g->caststate->nextstate == S_NULL )
{
// switch from deathstate to next monster
::g->castnum++;
::g->castdeath = false;
if( castorder[::g->castnum].name == NULL )
{
::g->castnum = 0;
}
if( mobjinfo[castorder[::g->castnum].type].seesound )
{
S_StartSound( NULL, mobjinfo[castorder[::g->castnum].type].seesound );
}
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].seestate];
::g->castframes = 0;
}
else
{
// just advance to next state in animation
if( ::g->caststate == &::g->states[S_PLAY_ATK1] )
{
goto stopattack; // Oh, gross hack!
}
st = ::g->caststate->nextstate;
::g->caststate = &::g->states[st];
::g->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( ::g->castframes == 12 )
{
// go into attack frame
::g->castattacking = true;
if( ::g->castonmelee )
{
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].meleestate];
}
else
{
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].missilestate];
}
::g->castonmelee ^= 1;
if( ::g->caststate == &::g->states[S_NULL] )
{
if( ::g->castonmelee )
::g->caststate =
&::g->states[mobjinfo[castorder[::g->castnum].type].meleestate];
else
::g->caststate =
&::g->states[mobjinfo[castorder[::g->castnum].type].missilestate];
}
}
if( ::g->castattacking )
{
if( ::g->castframes == 24
|| ::g->caststate == &::g->states[mobjinfo[castorder[::g->castnum].type].seestate] )
{
stopattack:
::g->castattacking = false;
::g->castframes = 0;
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].seestate];
}
}
::g->casttics = ::g->caststate->tics;
if( ::g->casttics == -1 )
{
::g->casttics = 15;
}
}
//
// F_CastResponder
//
qboolean F_CastResponder( event_t* ev )
{
if( ev->type != ev_keydown )
{
return false;
}
if( ::g->castdeath )
{
return true; // already in dying frames
}
// go into death frame
::g->castdeath = true;
::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].deathstate];
::g->casttics = ::g->caststate->tics;
::g->castframes = 0;
::g->castattacking = false;
if( mobjinfo[castorder[::g->castnum].type].deathsound )
{
S_StartSound( NULL, mobjinfo[castorder[::g->castnum].type].deathsound );
}
return true;
}
void F_CastPrint( const char* text )
{
const char* ch;
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 = SHORT( ::g->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 = SHORT( ::g->hu_font[c]->width );
V_DrawPatch( cx, 180, 0, ::g->hu_font[c] );
cx += w;
}
}
//
// F_CastDrawer
//
void V_DrawPatchFlipped( int x, int y, int scrn, patch_t* patch );
void F_CastDrawer( void )
{
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
qboolean flip;
patch_t* patch;
// erase the entire screen to a background
V_DrawPatch( 0, 0, 0, ( patch_t* )W_CacheLumpName( "BOSSBACK", PU_CACHE_SHARED ) );
F_CastPrint( castorder[::g->castnum].name );
// draw the current frame in the middle of the screen
sprdef = &::g->sprites[::g->caststate->sprite];
sprframe = &sprdef->spriteframes[ ::g->caststate->frame & FF_FRAMEMASK];
lump = sprframe->lump[0];
flip = ( qboolean )sprframe->flip[0];
patch = ( patch_t* )W_CacheLumpNum( lump +::g->firstspritelump, PU_CACHE_SHARED );
if( flip )
{
V_DrawPatchFlipped( 160, 170, 0, patch );
}
else
{
V_DrawPatch( 160, 170, 0, patch );
}
}
//
// F_DrawPatchCol
//
void
F_DrawPatchCol( int x, patch_t* patch, int col )
{
postColumn_t* column;
byte* source;
int count;
column = ( postColumn_t* )( ( byte* )patch + LONG( patch->columnofs[col] ) );
int destx = x;
int desty = 0;
// step through the posts in a column
while( column->topdelta != 0xff )
{
source = ( byte* )column + 3;
desty = column->topdelta;
count = column->length;
while( count-- )
{
int scaledx, scaledy;
scaledx = destx * GLOBAL_IMAGE_SCALER;
scaledy = desty * GLOBAL_IMAGE_SCALER;
byte src = *source++;
for( int i = 0; i < GLOBAL_IMAGE_SCALER; i++ )
{
for( int j = 0; j < GLOBAL_IMAGE_SCALER; j++ )
{
::g->screens[0][( scaledx + j ) + ( scaledy + i ) * SCREENWIDTH] = src;
}
}
desty++;
}
column = ( postColumn_t* )( ( byte* )column + column->length + 4 );
}
}
//
// F_BunnyScroll
//
void F_BunnyScroll( void )
{
int scrolled;
int x;
patch_t* p1;
patch_t* p2;
const size_t name_len = 14;
char name[name_len];
int stage;
p1 = ( patch_t* )W_CacheLumpName( "PFUB2", PU_LEVEL_SHARED );
p2 = ( patch_t* )W_CacheLumpName( "PFUB1", PU_LEVEL_SHARED );
V_MarkRect( 0, 0, SCREENWIDTH, SCREENHEIGHT );
scrolled = 320 - ( ::g->finalecount - 230 ) / 2;
if( scrolled > 320 )
{
scrolled = 320;
}
if( scrolled < 0 )
{
scrolled = 0;
}
for( x = 0 ; x < ORIGINAL_WIDTH ; x++ )
{
if( x + scrolled < 320 )
{
F_DrawPatchCol( x, p1, x + scrolled );
}
else
{
F_DrawPatchCol( x, p2, x + scrolled - 320 );
}
}
if( ::g->finalecount < 1130 )
{
return;
}
if( ::g->finalecount < 1180 )
{
V_DrawPatch( ( ORIGINAL_WIDTH - 13 * 8 ) / 2,
( ORIGINAL_HEIGHT - 8 * 8 ) / 2, 0, ( patch_t* )W_CacheLumpName( "END0", PU_CACHE_SHARED ) );
::g->laststage = 0;
return;
}
stage = ( ::g->finalecount - 1180 ) / 5;
if( stage > 6 )
{
stage = 6;
}
if( stage > ::g->laststage )
{
S_StartSound( NULL, sfx_pistol );
::g->laststage = stage;
}
idStr::snPrintf( name, name_len, "END%i", stage );
V_DrawPatch( ( ORIGINAL_WIDTH - 13 * 8 ) / 2, ( ORIGINAL_HEIGHT - 8 * 8 ) / 2, 0, ( patch_t* )W_CacheLumpName( name, PU_CACHE_SHARED ) );
}
//
// F_Drawer
//
void F_Drawer( void )
{
if( ::g->finalestage == 2 )
{
F_CastDrawer();
return;
}
if( !::g->finalestage )
{
F_TextWrite();
}
else
{
switch( ::g->gameepisode )
{
case 1:
if( ::g->gamemode == retail )
V_DrawPatch( 0, 0, 0,
( patch_t* )W_CacheLumpName( "CREDIT", PU_CACHE_SHARED ) );
else
V_DrawPatch( 0, 0, 0,
( patch_t* )W_CacheLumpName( "HELP2", PU_CACHE_SHARED ) );
break;
case 2:
V_DrawPatch( 0, 0, 0,
( patch_t* )W_CacheLumpName( "VICTORY2", PU_CACHE_SHARED ) );
break;
case 3:
F_BunnyScroll();
break;
case 4:
V_DrawPatch( 0, 0, 0,
( patch_t* )W_CacheLumpName( "ENDPIC", PU_CACHE_SHARED ) );
break;
}
}
}