// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file f_finale.c /// \brief Title screen, intro, game evaluation, and credits. #include "doomdef.h" #include "doomstat.h" #include "d_main.h" #include "f_finale.h" #include "g_game.h" #include "hu_stuff.h" #include "r_local.h" #include "s_sound.h" #include "i_video.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "i_system.h" #include "m_menu.h" #include "dehacked.h" #include "g_input.h" #include "console.h" #include "m_random.h" #include "y_inter.h" #include "m_cond.h" // Stage of animation: // 0 = text, 1 = art screen static INT32 finalecount; INT32 titlescrollspeed = 80; static INT32 timetonext; // Delay between screen changes static INT32 continuetime; // Short delay when continuing static tic_t animtimer; // Used for some animation timings static INT32 roidtics; // Asteroid spinning static tic_t stoptimer; static boolean keypressed = false; // (no longer) De-Demo'd Title Screen static UINT8 curDemo = 0; static UINT32 demoDelayLeft; static UINT32 demoIdleLeft; static patch_t *ttbanner; // white banner with "robo blast" and "2" static patch_t *ttwing; // wing background static patch_t *ttsonic; // "SONIC" static patch_t *ttswave1; // Title Sonics static patch_t *ttswave2; static patch_t *ttswip1; static patch_t *ttsprep1; static patch_t *ttsprep2; static patch_t *ttspop1; static patch_t *ttspop2; static patch_t *ttspop3; static patch_t *ttspop4; static patch_t *ttspop5; static patch_t *ttspop6; static patch_t *ttspop7; static void F_SkyScroll(INT32 scrollspeed); // // CUTSCENE TEXT WRITING // static const char *cutscene_basetext = NULL; static char cutscene_disptext[1024]; static INT32 cutscene_baseptr = 0; static INT32 cutscene_writeptr = 0; static INT32 cutscene_textcount = 0; static INT32 cutscene_textspeed = 0; static UINT8 cutscene_boostspeed = 0; static tic_t cutscene_lasttextwrite = 0; // // This alters the text string cutscene_disptext. // Use the typical string drawing functions to display it. // Returns 0 if \0 is reached (end of input) // static UINT8 F_WriteText(void) { INT32 numtowrite = 1; const char *c; tic_t ltw = I_GetTime(); if (cutscene_lasttextwrite == ltw) return 1; // singletics prevention cutscene_lasttextwrite = ltw; if (cutscene_boostspeed) { // for custom cutscene speedup mode numtowrite = 8; } else { // Don't draw any characters if the count was 1 or more when we started if (--cutscene_textcount >= 0) return 1; if (cutscene_textspeed < 7) numtowrite = 8 - cutscene_textspeed; } for (;numtowrite > 0;++cutscene_baseptr) { c = &cutscene_basetext[cutscene_baseptr]; if (!c || !*c || *c=='#') return 0; // \xA0 - \xAF = change text speed if ((UINT8)*c >= 0xA0 && (UINT8)*c <= 0xAF) { cutscene_textspeed = (INT32)((UINT8)*c - 0xA0); continue; } // \xB0 - \xD2 = delay character for up to one second (35 tics) else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1)) { cutscene_textcount = (INT32)((UINT8)*c - 0xAF); numtowrite = 0; continue; } cutscene_disptext[cutscene_writeptr++] = *c; // Ignore other control codes (color) if ((UINT8)*c < 0x80) --numtowrite; } // Reset textcount for next tic based on speed // if it wasn't already set by a delay. if (cutscene_textcount < 0) { cutscene_textcount = 0; if (cutscene_textspeed > 7) cutscene_textcount = cutscene_textspeed - 7; } return 1; } static void F_NewCutscene(const char *basetext) { cutscene_basetext = basetext; memset(cutscene_disptext,0,sizeof(cutscene_disptext)); cutscene_writeptr = cutscene_baseptr = 0; cutscene_textspeed = 9; cutscene_textcount = TICRATE/2; } // // F_DrawPatchCol // static void F_DrawPatchCol(INT32 x, patch_t *patch, INT32 col) { const column_t *column; const UINT8 *source; UINT8 *desttop, *dest = NULL; const UINT8 *deststop, *destbottom; size_t count; desttop = screens[0] + x*vid.dupx; deststop = screens[0] + vid.rowbytes * vid.height; destbottom = desttop + vid.height*vid.width; do { INT32 topdelta, prevdelta = -1; column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[col])); // step through the posts in a column while (column->topdelta != 0xff) { topdelta = column->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; source = (const UINT8 *)column + 3; dest = desttop + topdelta*vid.width; count = column->length; while (count--) { INT32 dupycount = vid.dupy; while (dupycount-- && dest < destbottom) { INT32 dupxcount = vid.dupx; while (dupxcount-- && dest <= deststop) *dest++ = *source; dest += (vid.width - vid.dupx); } source++; } column = (const column_t *)((const UINT8 *)column + column->length + 4); } desttop += SHORT(patch->height)*vid.dupy*vid.width; } while(dest < destbottom); } // // F_SkyScroll // static void F_SkyScroll(INT32 scrollspeed) { INT32 scrolled, x, mx, fakedwidth; patch_t *pat; pat = W_CachePatchName("TITLESKY", PU_CACHE); animtimer = ((finalecount*scrollspeed)/16) % SHORT(pat->width); fakedwidth = vid.width / vid.dupx; if (rendermode == render_soft) { // if only hardware rendering could be this elegant and complete scrolled = (SHORT(pat->width) - animtimer) - 1; for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%SHORT(pat->width)) F_DrawPatchCol(x, pat, mx); } #ifdef HWRENDER else if (rendermode != render_none) { // if only software rendering could be this simple and retarded scrolled = animtimer; if (scrolled > 0) V_DrawScaledPatch(scrolled - SHORT(pat->width), 0, 0, pat); for (x = 0; x < fakedwidth; x += SHORT(pat->width)) V_DrawScaledPatch(x + scrolled, 0, 0, pat); } #endif W_UnlockCachedPatch(pat); } // ============= // INTRO SCENE // ============= #define NUMINTROSCENES 1 INT32 intro_scenenum = 0; INT32 intro_curtime = 0; const char *introtext[NUMINTROSCENES]; static tic_t introscenetime[NUMINTROSCENES] = { 8*TICRATE, // KART KR(eW }; // custom intros void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer); void F_StartIntro(void) { if (introtoplay) { if (!cutscenes[introtoplay - 1]) D_StartTitle(); else F_StartCustomCutscene(introtoplay - 1, false, false); return; } introtext[0] = " #"; G_SetGamestate(GS_INTRO); gameaction = ga_nothing; playerdeadview = false; paused = false; CON_ToggleOff(); CON_ClearHUD(); F_NewCutscene(introtext[0]); intro_scenenum = 0; finalecount = animtimer = stoptimer = 0; roidtics = BASEVIDWIDTH - 64; timetonext = introscenetime[intro_scenenum]; S_StopMusic(); } // // F_IntroDrawScene // static void F_IntroDrawScene(void) { boolean highres = false; INT32 cx = 8, cy = 128; patch_t *background = NULL; INT32 bgxoffs = 0; // DRAW A FULL PIC INSTEAD OF FLAT! if (intro_scenenum == 0) { if (finalecount == 8) S_StartSound(NULL, sfx_vroom); else if (finalecount == 47) { // Need to use M_Random otherwise it always uses the same sound INT32 rskin = M_RandomKey(numskins); UINT8 rtaunt = M_RandomKey(4); sfxenum_t rsound = skins[rskin].soundsid[SKSPLTNT1+rtaunt]; S_StartSound(NULL, rsound); } background = W_CachePatchName("KARTKREW", PU_CACHE); highres = true; } V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120); if (background) { if (highres) V_DrawSmallScaledPatch(bgxoffs, 0, 0, background); else V_DrawScaledPatch(bgxoffs, 0, 0, background); } W_UnlockCachedPatch(background); if (animtimer) animtimer--; V_DrawString(cx, cy, 0, cutscene_disptext); } // // F_IntroDrawer // void F_IntroDrawer(void) { if (timetonext <= 0) { if (intro_scenenum == 0) { if (rendermode != render_none) { F_WipeStartScreen(); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); F_WipeEndScreen(); F_RunWipe(99,true); } // Stay on black for a bit. =) { tic_t quittime; quittime = I_GetTime() + NEWTICRATE*2; // Shortened the quit time, used to be 2 seconds while (quittime > I_GetTime()) { I_OsPolling(); I_UpdateNoBlit(); M_Drawer(); // menu is drawn even on top of wipes I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001 } } D_StartTitle(); return; } F_NewCutscene(introtext[++intro_scenenum]); timetonext = introscenetime[intro_scenenum]; F_WipeStartScreen(); wipegamestate = -1; animtimer = stoptimer = 0; } intro_curtime = introscenetime[intro_scenenum] - timetonext; F_IntroDrawScene(); } // // F_IntroTicker // void F_IntroTicker(void) { // advance animation finalecount++; if (finalecount % 3 == 0) roidtics--; timetonext--; F_WriteText(); // check for skipping if (keypressed) keypressed = false; } // // F_IntroResponder // boolean F_IntroResponder(event_t *event) { INT32 key = event->data1; // remap virtual keys (mouse & joystick buttons) switch (key) { case KEY_MOUSE1: key = KEY_ENTER; break; case KEY_MOUSE1 + 1: key = KEY_BACKSPACE; break; case KEY_JOY1: case KEY_JOY1 + 2: key = KEY_ENTER; break; case KEY_JOY1 + 3: key = 'n'; break; case KEY_JOY1 + 1: key = KEY_BACKSPACE; break; case KEY_HAT1: key = KEY_UPARROW; break; case KEY_HAT1 + 1: key = KEY_DOWNARROW; break; case KEY_HAT1 + 2: key = KEY_LEFTARROW; break; case KEY_HAT1 + 3: key = KEY_RIGHTARROW; break; } if (event->type != ev_keydown && key != 301) return false; if (key != 27 && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) return false; if (keypressed) return false; keypressed = true; return true; } // ========= // CREDITS // ========= static const char *credits[] = { "\1Sonic Robo Blast II", "\1Credits", "", "\1Game Design", "Ben \"Mystic\" Geyer", "\"SSNTails\"", "Johnny \"Sonikku\" Wallbank", "", "\1Programming", "Alam \"GBC\" Arias", "Logan \"GBA\" Arias", "Tim \"RedEnchilada\" Bordelon", "Callum Dickinson", "Scott \"Graue\" Feeney", "Nathan \"Jazz\" Giroux", "Thomas \"Shadow Hog\" Igoe", "Iestyn \"Monster Iestyn\" Jealous", "Ronald \"Furyhunter\" Kinard", // The SDL2 port "John \"JTE\" Muniz", "Ehab \"Wolfy\" Saeed", "\"SSNTails\"", "Matthew \"Inuyasha\" Walsh", "", "\1Programming", "\1Assistance", "\"chi.miru\"", // Red's secret weapon, the REAL reason slopes exist (also helped port drawing code from ZDoom) "Andrew \"orospakr\" Clunis", "Gregor \"Oogaland\" Dick", "Louis-Antoine \"LJSonic\" de Moulins", // for fixing 2.1's netcode (de Rochefort doesn't quite fit on the screen sorry lol) "Vivian \"toaster\" Grannell", "Julio \"Chaos Zero 64\" Guir", "\"Kalaron\"", // Coded some of Sryder13's collection of OpenGL fixes, especially fog "Matthew \"Shuffle\" Marsalko", "Steven \"StroggOnMeth\" McGranahan", "\"Morph\"", // For SRB2Morphed stuff "Colin \"Sonict\" Pfaff", "Sean \"Sryder13\" Ryder", "Ben \"Cue\" Woodford", "", "\1Sprite Artists", "Odi \"Iceman404\" Atunzu", "Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D: "Jim \"MotorRoach\" DeMello", "Desmond \"Blade\" DesJardins", "Sherman \"CoatRack\" DesJardins", "Andrew \"Senku Niola\" Moran", "David \"Instant Sonic\" Spencer Jr.", "\"SSNTails\"", "", "\1Texture Artists", "Ryan \"Blaze Hedgehog\" Bloom", "Buddy \"KinkaJoy\" Fischer", "Vivian \"toaster\" Grannell", "Kepa \"Nev3r\" Iceta", "Jarrett \"JEV3\" Voight", "", "\1Music and Sound", "\1Production", "Malcolm \"RedXVI\" Brown", "David \"Bulmybag\" Bulmer", "Paul \"Boinciel\" Clempson", "Cyan Helkaraxe", "Kepa \"Nev3r\" Iceta", "Iestyn \"Monster Iestyn\" Jealous", "Jarel \"Arrow\" Jones", "Stefan \"Stuf\" Rimalia", "Shane Mychal Sexton", "\"Spazzo\"", "David \"Big Wave Dave\" Spencer Sr.", "David \"Instant Sonic\" Spencer Jr.", "\"SSNTails\"", "", "\1Level Design", "Matthew \"Fawfulfan\" Chapman", "Paul \"Boinciel\" Clempson", "Desmond \"Blade\" DesJardins", "Sherman \"CoatRack\" DesJardins", "Ben \"Mystic\" Geyer", "Nathan \"Jazz\" Giroux", "Dan \"Blitzzo\" Hagerstrand", "Kepa \"Nev3r\" Iceta", "Thomas \"Shadow Hog\" Igoe", "Erik \"Torgo\" Nielsen", "Wessel \"Spherallic\" Smit", "\"Spazzo\"", "\"SSNTails\"", "Rob Tisdell", "Jarrett \"JEV3\" Voight", "Johnny \"Sonikku\" Wallbank", "Matthew \"Inuyasha\" Walsh", "Marco \"Digiku\" Zafra", "", "\1Boss Design", "Ben \"Mystic\" Geyer", "Thomas \"Shadow Hog\" Igoe", "John \"JTE\" Muniz", "Samuel \"Prime 2.0\" Peters", "\"SSNTails\"", "Johnny \"Sonikku\" Wallbank", "", "\1Testing", "Hank \"FuriousFox\" Brannock", "Cody \"SRB2 Playah\" Koester", "Skye \"OmegaVelocity\" Meredith", "Stephen \"HEDGESMFG\" Moellering", "Nick \"ST218\" Molina", "Samuel \"Prime 2.0\" Peters", "Colin \"Sonict\" Pfaff", "Bill \"Tets\" Reed", "", "\1Special Thanks", "Doom Legacy Project", "iD Software", "Alex \"MistaED\" Fuller", "FreeDoom Project", // Used some of the mancubus and rocket launcher sprites for Brak "Randi Heit ()", // For their MSPaint sprite that we nicked "", "\1Produced By", "Sonic Team Junior", "", "\1Published By", "A 28K dialup modem", "", "\1Thank you", "\1for playing!", NULL }; static struct { UINT32 x, y; const char *patch; } credits_pics[] = { { 8, 80+200* 1, "CREDIT01"}, { 4, 80+200* 2, "CREDIT13"}, {250, 80+200* 3, "CREDIT12"}, { 8, 80+200* 4, "CREDIT03"}, {248, 80+200* 5, "CREDIT11"}, { 8, 80+200* 6, "CREDIT04"}, {112, 80+200* 7, "CREDIT10"}, {240, 80+200* 8, "CREDIT05"}, {120, 80+200* 9, "CREDIT06"}, { 8, 80+200*10, "CREDIT07"}, { 8, 80+200*11, "CREDIT08"}, {112, 80+200*12, "CREDIT09"}, {0, 0, NULL} }; void F_StartCredits(void) { G_SetGamestate(GS_CREDITS); // Just in case they're open ... somehow M_ClearMenus(true); // Save the second we enter the credits if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0) G_SaveGame((UINT32)cursaveslot); if (creditscutscene) { F_StartCustomCutscene(creditscutscene - 1, false, false); return; } gameaction = ga_nothing; playerdeadview = false; paused = false; CON_ToggleOff(); CON_ClearHUD(); S_StopMusic(); S_ChangeMusicInternal("credit", false); finalecount = 0; animtimer = 0; timetonext = 2*TICRATE; } void F_CreditDrawer(void) { UINT16 i; fixed_t y = (80<>1); // Draw credits text on top for (i = 0; credits[i]; i++) { switch(credits[i][0]) { case 0: y += 80<>FRACBITS > -20) V_DrawCreditString((160 - (V_CreditStringWidth(&credits[i][1])>>1))<>FRACBITS > -10) V_DrawStringAtFixed(32< vid.height) break; } if (!credits[i] && y <= 120<data1; // remap virtual keys (mouse & joystick buttons) switch (key) { case KEY_MOUSE1: key = KEY_ENTER; break; case KEY_MOUSE1 + 1: key = KEY_BACKSPACE; break; case KEY_JOY1: case KEY_JOY1 + 2: key = KEY_ENTER; break; case KEY_JOY1 + 3: key = 'n'; break; case KEY_JOY1 + 1: key = KEY_BACKSPACE; break; case KEY_HAT1: key = KEY_UPARROW; break; case KEY_HAT1 + 1: key = KEY_DOWNARROW; break; case KEY_HAT1 + 2: key = KEY_LEFTARROW; break; case KEY_HAT1 + 3: key = KEY_RIGHTARROW; break; } if (!(timesBeaten) && !(netgame || multiplayer)) return false; if (event->type != ev_keydown) return false; if (key != KEY_ESCAPE && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) return false; if (keypressed) return true; keypressed = true; return true; } // ============ // EVALUATION // ============ #define INTERVAL 50 #define TRANSLEVEL V_80TRANS static INT32 eemeralds_start; static boolean drawemblem = false, drawchaosemblem = false; void F_StartGameEvaluation(void) { // Credits option in secrets menu if (cursaveslot == -2) { F_StartGameEnd(); return; } G_SetGamestate(GS_EVALUATION); // Just in case they're open ... somehow M_ClearMenus(true); // Save the second we enter the evaluation // We need to do this again! Remember, it's possible a mod designed skipped // the credits sequence! if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0) G_SaveGame((UINT32)cursaveslot); gameaction = ga_nothing; playerdeadview = false; paused = false; CON_ToggleOff(); CON_ClearHUD(); finalecount = 0; } void F_GameEvaluationDrawer(void) { INT32 x, y, i; const fixed_t radius = 48*FRACUNIT; angle_t fa; INT32 eemeralds_cur; char patchname[7] = "CEMGx0"; V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Draw all the good crap here. if (ALL7EMERALDS(emeralds)) V_DrawString(114, 16, 0, "GOT THEM ALL!"); else V_DrawString(124, 16, 0, "TRY AGAIN!"); eemeralds_start++; eemeralds_cur = eemeralds_start; for (i = 0; i < 7; ++i) { fa = (FixedAngle(eemeralds_cur*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; x = 160 + FixedInt(FixedMul(FINECOSINE(fa),radius)); y = 100 + FixedInt(FixedMul(FINESINE(fa),radius)); patchname[4] = 'A'+(char)i; if (emeralds & (1<= 360) eemeralds_start -= 360; if (finalecount == 5*TICRATE) { if ((!modifiedgame || savemoddata) && !(netgame || multiplayer)) { ++timesBeaten; if (ALL7EMERALDS(emeralds)) ++timesBeatenWithEmeralds; if (ultimatemode) ++timesBeatenUltimate; if (M_UpdateUnlockablesAndExtraEmblems()) S_StartSound(NULL, sfx_ncitem); G_SaveGameData(); } } if (finalecount >= 5*TICRATE) { if (drawemblem) V_DrawScaledPatch(120, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE)); if (drawchaosemblem) V_DrawScaledPatch(200, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE)); V_DrawString(8, 16, V_YELLOWMAP, "Unlocked:"); if (!(netgame) && (!modifiedgame || savemoddata)) { INT32 startcoord = 32; for (i = 0; i < MAXUNLOCKABLES; i++) { if (unlockables[i].conditionset && unlockables[i].conditionset < MAXCONDITIONSETS && unlockables[i].type && !unlockables[i].nocecho) { if (unlockables[i].unlocked) V_DrawString(8, startcoord, 0, unlockables[i].name); startcoord += 8; } } } else if (netgame) V_DrawString(8, 96, V_YELLOWMAP, "Prizes only\nawarded in\nsingle player!"); else V_DrawString(8, 96, V_YELLOWMAP, "Prizes not\nawarded in\nmodified games!"); } } void F_GameEvaluationTicker(void) { finalecount++; if (finalecount > 10*TICRATE) F_StartGameEnd(); } // ========== // GAME END // ========== void F_StartGameEnd(void) { G_SetGamestate(GS_GAMEEND); gameaction = ga_nothing; playerdeadview = false; paused = false; CON_ToggleOff(); CON_ClearHUD(); S_StopMusic(); // In case menus are still up?!! M_ClearMenus(true); timetonext = TICRATE; } // // F_GameEndDrawer // void F_GameEndDrawer(void) { } // // F_GameEndTicker // void F_GameEndTicker(void) { if (timetonext > 0) timetonext--; else D_StartTitle(); } // ============== // TITLE SCREEN // ============== void F_StartTitleScreen(void) { if (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS) finalecount = 0; else wipegamestate = GS_TITLESCREEN; G_SetGamestate(GS_TITLESCREEN); CON_ClearHUD(); // IWAD dependent stuff. S_ChangeMusicInternal("titles", looptitle); animtimer = 0; demoDelayLeft = demoDelayTime; demoIdleLeft = demoIdleTime; ttbanner = W_CachePatchName("TTBANNER", PU_LEVEL); ttwing = W_CachePatchName("TTWING", PU_LEVEL); ttsonic = W_CachePatchName("TTSONIC", PU_LEVEL); ttswave1 = W_CachePatchName("TTSWAVE1", PU_LEVEL); ttswave2 = W_CachePatchName("TTSWAVE2", PU_LEVEL); ttswip1 = W_CachePatchName("TTSWIP1", PU_LEVEL); ttsprep1 = W_CachePatchName("TTSPREP1", PU_LEVEL); ttsprep2 = W_CachePatchName("TTSPREP2", PU_LEVEL); ttspop1 = W_CachePatchName("TTSPOP1", PU_LEVEL); ttspop2 = W_CachePatchName("TTSPOP2", PU_LEVEL); ttspop3 = W_CachePatchName("TTSPOP3", PU_LEVEL); ttspop4 = W_CachePatchName("TTSPOP4", PU_LEVEL); ttspop5 = W_CachePatchName("TTSPOP5", PU_LEVEL); ttspop6 = W_CachePatchName("TTSPOP6", PU_LEVEL); ttspop7 = W_CachePatchName("TTSPOP7", PU_LEVEL); } // (no longer) De-Demo'd Title Screen void F_TitleScreenDrawer(void) { if (modeattacking) return; // We likely came here from retrying. Don't do a damn thing. // Draw that sky! F_SkyScroll(titlescrollspeed); // Don't draw outside of the title screewn, or if the patch isn't there. if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS)) return; V_DrawScaledPatch(30, 14, 0, ttwing); if (finalecount < 57) { if (finalecount == 35) V_DrawScaledPatch(115, 15, 0, ttspop1); else if (finalecount == 36) V_DrawScaledPatch(114, 15, 0,ttspop2); else if (finalecount == 37) V_DrawScaledPatch(113, 15, 0,ttspop3); else if (finalecount == 38) V_DrawScaledPatch(112, 15, 0,ttspop4); else if (finalecount == 39) V_DrawScaledPatch(111, 15, 0,ttspop5); else if (finalecount == 40) V_DrawScaledPatch(110, 15, 0, ttspop6); else if (finalecount >= 41 && finalecount <= 44) V_DrawScaledPatch(109, 15, 0, ttspop7); else if (finalecount >= 45 && finalecount <= 48) V_DrawScaledPatch(108, 12, 0, ttsprep1); else if (finalecount >= 49 && finalecount <= 52) V_DrawScaledPatch(107, 9, 0, ttsprep2); else if (finalecount >= 53 && finalecount <= 56) V_DrawScaledPatch(106, 6, 0, ttswip1); V_DrawScaledPatch(93, 106, 0, ttsonic); } else { V_DrawScaledPatch(93, 106, 0,ttsonic); if (finalecount/5 & 1) V_DrawScaledPatch(100, 3, 0,ttswave1); else V_DrawScaledPatch(100,3, 0,ttswave2); } V_DrawScaledPatch(48, 142, 0,ttbanner); } // (no longer) De-Demo'd Title Screen void F_TitleScreenTicker(boolean run) { if (run) finalecount++; // don't trigger if doing anything besides idling on title if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN) return; // no demos to play? or, are they disabled? if (!cv_rollingdemos.value || !numDemos) return; // Wait for a while (for the music to finish, preferably) // before starting demos if (demoDelayLeft) { --demoDelayLeft; return; } // Hold up for a bit if menu or console active if (menuactive || CON_Ready()) { demoIdleLeft = demoIdleTime; return; } // is it time? if (!(--demoIdleLeft)) { char dname[9]; lumpnum_t l; // prevent console spam if failed demoIdleLeft = demoIdleTime; // Replay intro when done cycling through demos if (curDemo == numDemos) { curDemo = 0; F_StartIntro(); return; } // Setup demo name snprintf(dname, 9, "DEMO_%03u", ++curDemo); if ((l = W_CheckNumForName(dname)) == LUMPERROR) { CONS_Alert(CONS_ERROR, M_GetText("Demo lump \"%s\" doesn't exist\n"), dname); F_StartIntro(); return; } titledemo = true; G_DoPlayDemo(dname); } } void F_TitleDemoTicker(void) { keypressed = false; } // ========== // CONTINUE // ========== void F_StartContinue(void) { I_Assert(!netgame && !multiplayer); if (players[consoleplayer].continues <= 0) { Command_ExitGame_f(); return; } G_SetGamestate(GS_CONTINUING); gameaction = ga_nothing; keypressed = false; playerdeadview = false; paused = false; CON_ToggleOff(); CON_ClearHUD(); // In case menus are still up?!! M_ClearMenus(true); S_ChangeMusicInternal("contsc", false); S_StopSounds(); timetonext = TICRATE*11; } // // F_ContinueDrawer // Moved continuing out of the HUD (hack removal!!) // void F_ContinueDrawer(void) { patch_t *contsonic; INT32 i, x = (BASEVIDWIDTH/2) + 4, ncontinues = players[consoleplayer].continues; if (ncontinues > 20) ncontinues = 20; if (imcontinuing) contsonic = W_CachePatchName("CONT2", PU_CACHE); else contsonic = W_CachePatchName("CONT1", PU_CACHE); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); V_DrawCenteredString(BASEVIDWIDTH/2, 100, 0, "CONTINUE?"); // Draw a Sonic! V_DrawScaledPatch((BASEVIDWIDTH - SHORT(contsonic->width))/2, 32, 0, contsonic); // Draw the continue markers! Show continues minus one. x -= ncontinues * 6; for (i = 0; i < ncontinues; ++i) V_DrawContinueIcon(x + (i*12), 140, 0, players[consoleplayer].skin, players[consoleplayer].skincolor); V_DrawCenteredString(BASEVIDWIDTH/2, 168, 0, va("\x82*\x80" " %02d " "\x82*\x80", timetonext/TICRATE)); } void F_ContinueTicker(void) { if (!imcontinuing) { // note the setup to prevent 2x reloading if (timetonext >= 0) timetonext--; if (timetonext == 0) Command_ExitGame_f(); } else { // note the setup to prevent 2x reloading if (continuetime >= 0) continuetime--; if (continuetime == 0) G_Continue(); } } boolean F_ContinueResponder(event_t *event) { INT32 key = event->data1; if (keypressed) return true; if (timetonext >= 21*TICRATE/2) return false; if (event->type != ev_keydown) return false; // remap virtual keys (mouse & joystick buttons) switch (key) { case KEY_ENTER: case KEY_SPACE: case KEY_MOUSE1: case KEY_JOY1: case KEY_JOY1 + 2: break; default: return false; } keypressed = true; imcontinuing = true; continuetime = TICRATE; S_StartSound(0, sfx_itemup); return true; } // ================== // CUSTOM CUTSCENES // ================== static INT32 scenenum, cutnum; static INT32 picxpos, picypos, picnum, pictime; static INT32 textxpos, textypos; static boolean dofadenow = false, cutsceneover = false; static boolean runningprecutscene = false, precutresetplayer = false; static void F_AdvanceToNextScene(void) { // Don't increment until after endcutscene check // (possible overflow / bad patch names from the one tic drawn before the fade) if (scenenum+1 >= cutscenes[cutnum]->numscenes) { F_EndCutScene(); return; } ++scenenum; timetonext = 0; stoptimer = 0; picnum = 0; picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum]; picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum]; if (cutscenes[cutnum]->scene[scenenum].musswitch[0]) S_ChangeMusic(cutscenes[cutnum]->scene[scenenum].musswitch, cutscenes[cutnum]->scene[scenenum].musswitchflags, cutscenes[cutnum]->scene[scenenum].musicloop); // Fade to the next dofadenow = true; F_NewCutscene(cutscenes[cutnum]->scene[scenenum].text); picnum = 0; picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum]; picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum]; textxpos = cutscenes[cutnum]->scene[scenenum].textxpos; textypos = cutscenes[cutnum]->scene[scenenum].textypos; animtimer = pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum]; } void F_EndCutScene(void) { cutsceneover = true; // do this first, just in case Y_EndGame or something wants to turn it back false later if (runningprecutscene) { if (server) D_MapChange(gamemap, gametype, ultimatemode, precutresetplayer, 0, true, false); } else { if (cutnum == creditscutscene-1) F_StartGameEvaluation(); else if (cutnum == introtoplay-1) D_StartTitle(); else if (nextmap < 1100-1) G_NextLevel(); else Y_EndGame(); } } void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer) { if (!cutscenes[cutscenenum]) return; G_SetGamestate(GS_CUTSCENE); gameaction = ga_nothing; playerdeadview = false; paused = false; CON_ToggleOff(); F_NewCutscene(cutscenes[cutscenenum]->scene[0].text); CON_ClearHUD(); cutsceneover = false; runningprecutscene = precutscene; precutresetplayer = resetplayer; scenenum = picnum = 0; cutnum = cutscenenum; picxpos = cutscenes[cutnum]->scene[0].xcoord[0]; picypos = cutscenes[cutnum]->scene[0].ycoord[0]; textxpos = cutscenes[cutnum]->scene[0].textxpos; textypos = cutscenes[cutnum]->scene[0].textypos; pictime = cutscenes[cutnum]->scene[0].picduration[0]; keypressed = false; finalecount = 0; timetonext = 0; animtimer = cutscenes[cutnum]->scene[0].picduration[0]; // Picture duration stoptimer = 0; if (cutscenes[cutnum]->scene[0].musswitch[0]) S_ChangeMusic(cutscenes[cutnum]->scene[0].musswitch, cutscenes[cutnum]->scene[0].musswitchflags, cutscenes[cutnum]->scene[0].musicloop); else S_StopMusic(); } // // F_CutsceneDrawer // void F_CutsceneDrawer(void) { if (dofadenow && rendermode != render_none) { F_WipeStartScreen(); // Fade to any palette color you want. if (cutscenes[cutnum]->scene[scenenum].fadecolor) { V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor); F_WipeEndScreen(); F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true); F_WipeStartScreen(); } } V_DrawFill(0,0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); if (cutscenes[cutnum]->scene[scenenum].picname[picnum][0] != '\0') { if (cutscenes[cutnum]->scene[scenenum].pichires[picnum]) V_DrawSmallScaledPatch(picxpos, picypos, 0, W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE)); else V_DrawScaledPatch(picxpos,picypos, 0, W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE)); } if (dofadenow && rendermode != render_none) { F_WipeEndScreen(); F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true); } V_DrawString(textxpos, textypos, 0, cutscene_disptext); } void F_CutsceneTicker(void) { INT32 i; // Online clients tend not to instantly get the map change, so just wait // and don't send 30 of them. if (cutsceneover) return; // advance animation finalecount++; cutscene_boostspeed = 0; dofadenow = false; for (i = 0; i < MAXPLAYERS; i++) { if (netgame && i != serverplayer && i != adminplayer) continue; if (players[i].cmd.buttons & BT_BRAKE || players[i].cmd.buttons & BT_ACCELERATE) // SRB2kart { keypressed = false; cutscene_boostspeed = 1; if (timetonext) timetonext = 2; } } if (animtimer) { animtimer--; if (animtimer <= 0) { if (picnum < 7 && cutscenes[cutnum]->scene[scenenum].picname[picnum+1][0] != '\0') { picnum++; picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum]; picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum]; pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum]; animtimer = pictime; } else timetonext = 2; } } if (timetonext) --timetonext; if (++stoptimer > 2 && timetonext == 1) F_AdvanceToNextScene(); else if (!timetonext && !F_WriteText()) timetonext = 5*TICRATE + 1; } boolean F_CutsceneResponder(event_t *event) { if (cutnum == introtoplay-1) return F_IntroResponder(event); return false; }