mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-25 05:21:39 +00:00
816 lines
18 KiB
C++
816 lines
18 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include <ctype.h>
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// Functions.
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#include "i_system.h"
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#include "m_swap.h"
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#include "z_zone.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "s_sound.h"
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// Data.
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#include "dstrings.h"
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#include "sounds.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "Main.h"
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#include "d3xp/Game_local.h"
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// ?
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//#include "doomstat.h"
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//#include "r_local.h"
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//#include "f_finale.h"
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// Stage of animation:
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// 0 = text, 1 = art screen, 2 = character cast
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const char* e1text = E1TEXT;
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const char* e2text = E2TEXT;
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const char* e3text = E3TEXT;
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const char* e4text = E4TEXT;
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const char* c1text = C1TEXT;
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const char* c2text = C2TEXT;
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const char* c3text = C3TEXT;
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const char* c4text = C4TEXT;
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const char* c5text = C5TEXT;
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const char* c6text = C6TEXT;
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const char* c7text = C7TEXT;
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const char* c8Text = C8TEXT;
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const char* p1text = P1TEXT;
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const char* p2text = P2TEXT;
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const char* p3text = P3TEXT;
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const char* p4text = P4TEXT;
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const char* p5text = P5TEXT;
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const char* p6text = P6TEXT;
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const char* t1text = T1TEXT;
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const char* t2text = T2TEXT;
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const char* t3text = T3TEXT;
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const char* t4text = T4TEXT;
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const char* t5text = T5TEXT;
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const char* t6text = T6TEXT;
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const char* finaletext;
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const char* finaleflat;
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void F_StartCast (void);
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void F_CastTicker (void);
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qboolean F_CastResponder (event_t *ev);
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void F_CastDrawer (void);
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//
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// F_StartFinale
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//
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void F_StartFinale (void)
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{
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::g->gameaction = ga_nothing;
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::g->gamestate = GS_FINALE;
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::g->viewactive = false;
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::g->automapactive = false;
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// Check for end of episode/mission
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bool endOfMission = false;
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if ( ( ::g->gamemission == doom || ::g->gamemission == doom2 || ::g->gamemission == pack_tnt || ::g->gamemission == pack_plut ) && ::g->gamemap == 30 ) {
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endOfMission = true;
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}
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else if ( ::g->gamemission == pack_nerve && ::g->gamemap == 8 ) {
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endOfMission = true;
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}
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else if ( ::g->gamemission == pack_master && ::g->gamemap == 21 ) {
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endOfMission = true;
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}
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localCalculateAchievements( endOfMission );
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// Okay - IWAD dependend stuff.
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// This has been changed severly, and
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// some stuff might have changed in the process.
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switch ( ::g->gamemode )
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{
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// DOOM 1 - E1, E3 or E4, but each nine missions
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case shareware:
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case registered:
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case retail:
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{
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S_ChangeMusic(mus_victor, true);
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switch (::g->gameepisode)
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{
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case 1:
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finaleflat = "FLOOR4_8";
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finaletext = e1text;
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break;
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case 2:
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finaleflat = "SFLR6_1";
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finaletext = e2text;
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break;
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case 3:
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finaleflat = "MFLR8_4";
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finaletext = e3text;
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break;
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case 4:
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finaleflat = "MFLR8_3";
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finaletext = e4text;
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break;
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default:
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// Ouch.
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break;
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}
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break;
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}
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// DOOM II and missions packs with E1, M34
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case commercial:
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{
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S_ChangeMusic(mus_read_m, true);
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if ( ::g->gamemission == doom2 || ::g->gamemission == pack_tnt || ::g->gamemission == pack_plut ) {
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switch (::g->gamemap)
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{
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case 6:
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finaleflat = "SLIME16";
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finaletext = c1text;
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break;
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case 11:
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finaleflat = "RROCK14";
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finaletext = c2text;
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break;
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case 20:
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finaleflat = "RROCK07";
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finaletext = c3text;
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break;
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case 30:
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finaleflat = "RROCK17";
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finaletext = c4text;
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break;
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case 15:
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finaleflat = "RROCK13";
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finaletext = c5text;
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break;
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case 31:
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finaleflat = "RROCK19";
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finaletext = c6text;
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break;
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default:
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// Ouch.
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break;
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}
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} else if( ::g->gamemission == pack_master ) {
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switch (::g->gamemap)
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{
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case 21:
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finaleflat = "SLIME16";
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finaletext = c8Text;
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break;
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}
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} else if ( ::g->gamemission == pack_nerve ) {
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switch( ::g->gamemap ){
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case 8:
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finaleflat = "SLIME16";
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finaletext = c7text;
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break;
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}
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}
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break;
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}
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// Indeterminate.
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default:
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S_ChangeMusic(mus_read_m, true);
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finaleflat = "F_SKY1"; // Not used anywhere else.
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finaletext = c1text; // FIXME - other text, music?
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break;
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}
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::g->finalestage = 0;
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::g->finalecount = 0;
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}
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bool finaleButtonPressed = false;
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bool startButtonPressed = false;
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qboolean F_Responder (event_t *event)
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{
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if( !common->IsMultiplayer() && event->type == ev_keydown && event->data1 == KEY_ESCAPE ) {
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startButtonPressed = true;
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return true;
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}
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if (::g->finalestage == 2)
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return F_CastResponder (event);
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return false;
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}
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//
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// F_Ticker
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//
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void F_Ticker (void)
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{
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int i;
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// check for skipping
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if ( (::g->gamemode == commercial) && ( ::g->finalecount > 50) )
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{
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// go on to the next level
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for (i=0 ; i<MAXPLAYERS ; i++)
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if (::g->players[i].cmd.buttons)
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break;
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if ( finaleButtonPressed || i < MAXPLAYERS)
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{
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bool castStarted = false;
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if( ::g->gamemission == doom2 || ::g->gamemission == pack_plut || ::g->gamemission == pack_tnt ) {
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if (::g->gamemap == 30) {
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F_StartCast ();
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castStarted = true;
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}
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} else if( ::g->gamemission == pack_master ) {
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if( :: g->gamemap == 21 ) {
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F_StartCast ();
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castStarted = true;
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}
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} else if( ::g->gamemission == pack_nerve ) {
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if( :: g->gamemap == 8 ) {
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F_StartCast ();
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castStarted = true;
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}
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}
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if( castStarted == false ) {
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::g->gameaction = ga_worlddone;
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}
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}
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}
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bool SkipTheText = finaleButtonPressed;
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// advance animation
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::g->finalecount++;
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finaleButtonPressed = false;
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if (::g->finalestage == 2)
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{
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F_CastTicker ();
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return;
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}
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if ( ::g->gamemode == commercial) {
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startButtonPressed = false;
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return;
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}
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if( SkipTheText && ( ::g->finalecount > 50) ) {
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::g->finalecount = static_cast<int>(strlen(finaletext)) * TEXTSPEED + TEXTWAIT;
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}
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if (!::g->finalestage && ::g->finalecount > static_cast<int>(strlen(finaletext)) * TEXTSPEED + TEXTWAIT)
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{
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::g->finalecount = 0;
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::g->finalestage = 1;
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::g->wipegamestate = (gamestate_t)-1; // force a wipe
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if (::g->gameepisode == 3)
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S_StartMusic (mus_bunny);
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}
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startButtonPressed = false;
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}
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//
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// F_TextWrite
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//
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#include "hu_stuff.h"
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void F_TextWrite (void)
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{
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byte* src;
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byte* dest;
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int x,y,w;
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int count;
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const char* ch;
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int c;
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int cx;
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int cy;
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if(::g->finalecount == 60 ) {
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DoomLib::ShowXToContinue( true );
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}
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// erase the entire screen to a tiled background
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src = (byte*)W_CacheLumpName ( finaleflat , PU_CACHE_SHARED);
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dest = ::g->screens[0];
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for (y=0 ; y<SCREENHEIGHT ; y++)
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{
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for (x=0 ; x<SCREENWIDTH/64 ; x++)
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{
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memcpy (dest, src+((y&63)<<6), 64);
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dest += 64;
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}
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if (SCREENWIDTH&63)
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{
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memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
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dest += (SCREENWIDTH&63);
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}
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}
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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// draw some of the text onto the screen
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cx = 10;
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cy = 10;
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ch = finaletext;
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count = (::g->finalecount - 10)/TEXTSPEED;
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if (count < 0)
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count = 0;
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for ( ; count ; count-- )
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{
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c = *ch++;
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if (!c)
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break;
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if (c == '\n')
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{
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cx = 10;
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cy += 11;
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continue;
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}
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c = toupper(c) - HU_FONTSTART;
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if (c < 0 || c> HU_FONTSIZE)
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{
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cx += 4;
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continue;
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}
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w = SHORT (::g->hu_font[c]->width);
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if (cx+w > SCREENWIDTH)
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break;
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V_DrawPatch(cx, cy, 0, ::g->hu_font[c]);
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cx+=w;
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}
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}
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//
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// Final DOOM 2 animation
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// Casting by id Software.
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// in order of appearance
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//
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castinfo_t castorder[] =
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{
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{CC_ZOMBIE, MT_POSSESSED},
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{CC_SHOTGUN, MT_SHOTGUY},
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{CC_HEAVY, MT_CHAINGUY},
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{CC_IMP, MT_TROOP},
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{CC_DEMON, MT_SERGEANT},
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{CC_LOST, MT_SKULL},
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{CC_CACO, MT_HEAD},
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{CC_HELL, MT_KNIGHT},
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{CC_BARON, MT_BRUISER},
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{CC_ARACH, MT_BABY},
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{CC_PAIN, MT_PAIN},
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{CC_REVEN, MT_UNDEAD},
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{CC_MANCU, MT_FATSO},
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{CC_ARCH, MT_VILE},
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{CC_SPIDER, MT_SPIDER},
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{CC_CYBER, MT_CYBORG},
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{CC_HERO, MT_PLAYER},
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{NULL,(mobjtype_t)0}
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};
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//
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// F_StartCast
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//
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void F_StartCast (void)
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{
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if ( ::g->finalestage != 2 ) {
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::g->wipegamestate = (gamestate_t)-1; // force a screen wipe
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::g->castnum = 0;
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::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].seestate];
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::g->casttics = ::g->caststate->tics;
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::g->castdeath = false;
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::g->finalestage = 2;
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::g->castframes = 0;
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::g->castonmelee = 0;
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::g->castattacking = false;
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S_ChangeMusic(mus_evil, true);
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::g->caststartmenu = ::g->finalecount + 50;
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}
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}
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//
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// F_CastTicker
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//
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void F_CastTicker (void)
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{
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int st;
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int sfx;
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if( ::g->finalecount == ::g->caststartmenu ) {
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DoomLib::ShowXToContinue( true );
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}
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if (--::g->casttics > 0)
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return; // not time to change state yet
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if (::g->caststate->tics == -1 || ::g->caststate->nextstate == S_NULL)
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{
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// switch from deathstate to next monster
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::g->castnum++;
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::g->castdeath = false;
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if (castorder[::g->castnum].name == NULL)
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::g->castnum = 0;
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if (mobjinfo[castorder[::g->castnum].type].seesound)
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S_StartSound (NULL, mobjinfo[castorder[::g->castnum].type].seesound);
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::g->caststate = &::g->states[mobjinfo[castorder[::g->castnum].type].seestate];
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::g->castframes = 0;
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}
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else
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{
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// just advance to next state in animation
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if (::g->caststate == &::g->states[S_PLAY_ATK1])
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goto stopattack; // Oh, gross hack!
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st = ::g->caststate->nextstate;
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::g->caststate = &::g->states[st];
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::g->castframes++;
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// sound hacks....
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switch (st)
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{
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case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
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case S_POSS_ATK2: sfx = sfx_pistol; break;
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case S_SPOS_ATK2: sfx = sfx_shotgn; break;
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case S_VILE_ATK2: sfx = sfx_vilatk; break;
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case S_SKEL_FIST2: sfx = sfx_skeswg; break;
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case S_SKEL_FIST4: sfx = sfx_skepch; break;
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case S_SKEL_MISS2: sfx = sfx_skeatk; break;
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case S_FATT_ATK8:
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case S_FATT_ATK5:
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case S_FATT_ATK2: sfx = sfx_firsht; break;
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case S_CPOS_ATK2:
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case S_CPOS_ATK3:
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case S_CPOS_ATK4: sfx = sfx_shotgn; break;
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case S_TROO_ATK3: sfx = sfx_claw; break;
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case S_SARG_ATK2: sfx = sfx_sgtatk; break;
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case S_BOSS_ATK2:
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case S_BOS2_ATK2:
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case S_HEAD_ATK2: sfx = sfx_firsht; break;
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case S_SKULL_ATK2: sfx = sfx_sklatk; break;
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case S_SPID_ATK2:
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case S_SPID_ATK3: sfx = sfx_shotgn; break;
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case S_BSPI_ATK2: sfx = sfx_plasma; break;
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case S_CYBER_ATK2:
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case S_CYBER_ATK4:
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case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
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case S_PAIN_ATK3: sfx = sfx_sklatk; break;
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default: sfx = 0; break;
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}
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if (sfx)
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S_StartSound (NULL, sfx);
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}
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if (::g->castframes == 12)
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{
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// go into attack frame
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::g->castattacking = true;
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if (::g->castonmelee)
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::g->caststate=&::g->states[mobjinfo[castorder[::g->castnum].type].meleestate];
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else
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::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 (char* text)
|
|
{
|
|
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;
|
|
char name[10];
|
|
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;
|
|
}
|
|
|
|
sprintf (name,"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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|