mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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1461 lines
33 KiB
C
1461 lines
33 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file f_finale.c
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/// \brief Title screen, intro, game evaluation, and credits.
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_main.h"
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#include "f_finale.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "r_local.h"
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#include "s_sound.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "i_system.h"
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#include "m_menu.h"
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#include "dehacked.h"
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#include "g_input.h"
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#include "console.h"
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#include "m_random.h"
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#include "y_inter.h"
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#include "m_cond.h"
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// Stage of animation:
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// 0 = text, 1 = art screen
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static INT32 finalecount;
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INT32 titlescrollspeed = 5;
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static INT32 timetonext; // Delay between screen changes
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static INT32 continuetime; // Short delay when continuing
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static tic_t animtimer; // Used for some animation timings
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static tic_t credbgtimer; // Credits background
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static INT32 roidtics; // Asteroid spinning
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static tic_t stoptimer;
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static boolean keypressed = false;
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// (no longer) De-Demo'd Title Screen
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#if 0
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static UINT8 laststaff = 0;
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#endif
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static UINT32 demoDelayLeft;
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static UINT32 demoIdleLeft;
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static patch_t *ttbanner; // SONIC ROBO BLAST 2
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static patch_t *ttkart; // *vroom* KART
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static patch_t *ttcheckers; // *vroom* KART
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static patch_t *ttkflash; // flash screen
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static patch_t *driver[2]; // Driving character on the waiting screen
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static UINT8 *waitcolormap; // colormap for the spinning character
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static void F_SkyScroll(INT32 scrollspeed);
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//
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// CUTSCENE TEXT WRITING
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//
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static const char *cutscene_basetext = NULL;
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static char cutscene_disptext[1024];
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static INT32 cutscene_baseptr = 0;
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static INT32 cutscene_writeptr = 0;
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static INT32 cutscene_textcount = 0;
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static INT32 cutscene_textspeed = 0;
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static UINT8 cutscene_boostspeed = 0;
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static tic_t cutscene_lasttextwrite = 0;
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//
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// This alters the text string cutscene_disptext.
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// Use the typical string drawing functions to display it.
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// Returns 0 if \0 is reached (end of input)
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//
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static UINT8 F_WriteText(void)
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{
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INT32 numtowrite = 1;
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const char *c;
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tic_t ltw = I_GetTime();
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if (cutscene_lasttextwrite == ltw)
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return 1; // singletics prevention
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cutscene_lasttextwrite = ltw;
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if (cutscene_boostspeed)
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{
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// for custom cutscene speedup mode
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numtowrite = 8;
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}
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else
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{
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// Don't draw any characters if the count was 1 or more when we started
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if (--cutscene_textcount >= 0)
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return 1;
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if (cutscene_textspeed < 7)
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numtowrite = 8 - cutscene_textspeed;
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}
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for (;numtowrite > 0;++cutscene_baseptr)
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{
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c = &cutscene_basetext[cutscene_baseptr];
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if (!c || !*c || *c=='#')
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return 0;
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// \xA0 - \xAF = change text speed
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if ((UINT8)*c >= 0xA0 && (UINT8)*c <= 0xAF)
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{
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cutscene_textspeed = (INT32)((UINT8)*c - 0xA0);
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continue;
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}
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// \xB0 - \xD2 = delay character for up to one second (35 tics)
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else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1))
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{
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cutscene_textcount = (INT32)((UINT8)*c - 0xAF);
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numtowrite = 0;
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continue;
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}
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cutscene_disptext[cutscene_writeptr++] = *c;
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// Ignore other control codes (color)
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if ((UINT8)*c < 0x80)
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--numtowrite;
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}
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// Reset textcount for next tic based on speed
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// if it wasn't already set by a delay.
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if (cutscene_textcount < 0)
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{
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cutscene_textcount = 0;
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if (cutscene_textspeed > 7)
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cutscene_textcount = cutscene_textspeed - 7;
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}
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return 1;
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}
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static void F_NewCutscene(const char *basetext)
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{
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cutscene_basetext = basetext;
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memset(cutscene_disptext,0,sizeof(cutscene_disptext));
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cutscene_writeptr = cutscene_baseptr = 0;
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cutscene_textspeed = 9;
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cutscene_textcount = TICRATE/2;
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}
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//
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// F_SkyScroll
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//
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static void F_SkyScroll(INT32 scrollspeed)
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{
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INT32 x, y, w;
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patch_t *pat, *pat2;
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INT32 anim2 = 0;
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pat = W_CachePatchName("TITLEBG1", PU_CACHE);
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pat2 = W_CachePatchName("TITLEBG2", PU_CACHE);
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w = vid.width / vid.dupx;
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animtimer = ((finalecount*scrollspeed)/16) % SHORT(pat->width);
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anim2 = SHORT(pat2->width) - (((finalecount*scrollspeed)/16) % SHORT(pat2->width));
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// SRB2Kart: F_DrawPatchCol is over-engineered; recoded to be less shitty and error-prone
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if (rendermode != render_none)
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{
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
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x = -((INT32)animtimer);
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y = 0;
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while (x < w)
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{
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V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, pat, NULL);
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x += SHORT(pat->width);
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}
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x = -anim2;
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y = BASEVIDHEIGHT - SHORT(pat2->height);
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while (x < w)
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{
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V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, pat2, NULL);
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x += SHORT(pat2->width);
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}
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}
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W_UnlockCachedPatch(pat);
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W_UnlockCachedPatch(pat2);
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}
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// =============
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// INTRO SCENE
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// =============
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#define NUMINTROSCENES 1
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INT32 intro_scenenum = 0;
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INT32 intro_curtime = 0;
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const char *introtext[NUMINTROSCENES];
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static tic_t introscenetime[NUMINTROSCENES] =
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{
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4*TICRATE, // KART KR(eW
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};
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// custom intros
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void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer);
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void F_StartIntro(void)
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{
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if (gamestate)
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_level_final], false);
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}
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if (introtoplay)
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{
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if (!cutscenes[introtoplay - 1])
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D_StartTitle();
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else
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F_StartCustomCutscene(introtoplay - 1, false, false);
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return;
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}
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introtext[0] = " #";
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G_SetGamestate(GS_INTRO);
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gameaction = ga_nothing;
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paused = false;
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CON_ToggleOff();
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CON_ClearHUD();
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F_NewCutscene(introtext[0]);
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intro_scenenum = 0;
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finalecount = animtimer = stoptimer = 0;
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roidtics = BASEVIDWIDTH - 64;
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timetonext = introscenetime[intro_scenenum];
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S_StopMusic();
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}
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//
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// F_IntroDrawScene
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//
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static void F_IntroDrawScene(void)
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{
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boolean highres = false;
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INT32 cx = 8, cy = 128;
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patch_t *background = NULL;
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INT32 bgxoffs = 0;
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// DRAW A FULL PIC INSTEAD OF FLAT!
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if (intro_scenenum == 0)
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{
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if (finalecount == 8)
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S_StartSound(NULL, sfx_vroom);
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else if (finalecount == 47)
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{
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// Need to use M_Random otherwise it always uses the same sound
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INT32 rskin = M_RandomKey(numskins);
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UINT8 rtaunt = M_RandomKey(2);
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sfxenum_t rsound = skins[rskin].soundsid[SKSKBST1+rtaunt];
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S_StartSound(NULL, rsound);
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}
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background = W_CachePatchName("KARTKREW", PU_CACHE);
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highres = true;
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}
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
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if (background)
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{
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if (highres)
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V_DrawSmallScaledPatch(bgxoffs, 0, 0, background);
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else
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V_DrawScaledPatch(bgxoffs, 0, 0, background);
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}
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W_UnlockCachedPatch(background);
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if (animtimer)
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animtimer--;
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V_DrawString(cx, cy, 0, cutscene_disptext);
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}
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//
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// F_IntroDrawer
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//
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void F_IntroDrawer(void)
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{
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if (timetonext <= 0)
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{
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if (intro_scenenum == 0)
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{
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if (rendermode != render_none)
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(99,true);
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}
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// Stay on black for a bit. =)
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{
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tic_t quittime;
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quittime = I_GetTime() + NEWTICRATE*2; // Shortened the quit time, used to be 2 seconds
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while (quittime > I_GetTime())
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{
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I_OsPolling();
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I_UpdateNoBlit();
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M_Drawer(); // menu is drawn even on top of wipes
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I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001
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}
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}
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D_StartTitle();
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// Yes, this is a weird hack, we need to force a wipe for this because the game state has changed in the middle of where it would normally wipe
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// Need to set the wipe start and then draw the first frame of the title screen to get it working
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F_WipeStartScreen();
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F_TitleScreenDrawer();
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wipegamestate = -1; // force a wipe
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return;
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}
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F_NewCutscene(introtext[++intro_scenenum]);
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timetonext = introscenetime[intro_scenenum];
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F_WipeStartScreen();
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wipegamestate = -1;
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animtimer = stoptimer = 0;
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}
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intro_curtime = introscenetime[intro_scenenum] - timetonext;
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F_IntroDrawScene();
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}
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//
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// F_IntroTicker
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//
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void F_IntroTicker(void)
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{
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// advance animation
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finalecount++;
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if (finalecount % 3 == 0)
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roidtics--;
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timetonext--;
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F_WriteText();
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// check for skipping
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if (keypressed)
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keypressed = false;
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}
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//
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// F_IntroResponder
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//
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boolean F_IntroResponder(event_t *event)
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{
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INT32 key = event->data1;
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// remap virtual keys (mouse & joystick buttons)
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switch (key)
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{
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case KEY_MOUSE1:
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key = KEY_ENTER;
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break;
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case KEY_MOUSE1 + 1:
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key = KEY_BACKSPACE;
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break;
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case KEY_JOY1:
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case KEY_JOY1 + 2:
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key = KEY_ENTER;
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break;
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case KEY_JOY1 + 3:
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key = 'n';
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break;
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case KEY_JOY1 + 1:
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key = KEY_BACKSPACE;
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break;
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case KEY_HAT1:
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key = KEY_UPARROW;
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break;
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case KEY_HAT1 + 1:
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key = KEY_DOWNARROW;
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break;
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case KEY_HAT1 + 2:
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key = KEY_LEFTARROW;
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break;
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case KEY_HAT1 + 3:
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key = KEY_RIGHTARROW;
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break;
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}
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if (event->type != ev_keydown && key != 301)
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return false;
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if (key != 27 && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE)
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return false;
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if (keypressed)
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return false;
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keypressed = true;
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return true;
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}
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// =========
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// CREDITS
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// =========
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static const char *credits[] = {
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"\1SRB2Kart",
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"\1Credits",
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"",
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"\1Game Design",
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"Sally \"TehRealSalt\" Cochenour",
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"Jeffery \"Chromatian\" Scott",
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"\"VelocitOni\"",
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"",
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"\1Lead Programming",
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"Sally \"TehRealSalt\" Cochenour",
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"Vivian \"toaster\" Grannell",
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"Sean \"Sryder\" Ryder",
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"Ehab \"wolfs\" Saeed",
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"\"ZarroTsu\"",
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"",
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"\1Support Programming",
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"Colette \"fickleheart\" Bordelon",
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"\"Lat\'\"",
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"\"Monster Iestyn\"",
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"\"Shuffle\"",
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"",
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"\1Lead Artists",
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"Desmond \"Blade\" DesJardins",
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"\"VelocitOni\"",
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"",
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"\1Support Artists",
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"Sally \"TehRealSalt\" Cochenour",
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"Sherman \"CoatRack\" DesJardins",
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"\"DrTapeworm\"",
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"Jesse \"Jeck Jims\" Emerick",
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"Wesley \"Charyb\" Gillebaard",
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"Vivian \"toaster\" Grannell",
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"James \"SeventhSentinel\" Hall",
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"\"Lat\'\"",
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"\"Tyrannosaur Chao\"",
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"\"ZarroTsu\"",
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"",
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"\1External Artists",
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"\"Chrispy\"",
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"\"DirkTheHusky\"",
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"\"MotorRoach\"",
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"\"Nev3r\"",
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"\"Ritz\"",
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"\"Rob\"",
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"\"SmithyGNC\"",
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"\"Snu\"",
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"\"Spherallic\"",
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"\"VAdaPEGA\"",
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"\"Virt\"",
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"\"zxyspku\"",
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"",
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"\1Sound Design",
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"James \"SeventhSentinel\" Hall",
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"Sonic Team",
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"\"VAdaPEGA\"",
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"\"VelocitOni\"",
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"",
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"\1Music",
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"\"DrTapeworm\"",
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"Wesley \"Charyb\" Gillebaard",
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"James \"SeventhSentinel\" Hall",
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"",
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"\1Lead Level Design",
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"\"Blitz-T\"",
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"Sally \"TehRealSalt\" Cochenour",
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"Desmond \"Blade\" DesJardins",
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"Jeffery \"Chromatian\" Scott",
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"\"Tyrannosaur Chao\"",
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"",
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"\1Support Level Design",
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"\"Chaos Zero 64\"",
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"\"D00D64\"",
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"\"DrTapeworm\"",
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"Paul \"Boinciel\" Clempson",
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"Sherman \"CoatRack\" DesJardins",
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"Vivian \"toaster\" Grannell",
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"James \"SeventhSentinel\" Hall",
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"\"Lat\'\"",
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"Sean \"Sryder\" Ryder",
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"\"Ryuspark\"",
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"\"Simsmagic\"",
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"\"SP47\"",
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"\"ZarroTsu\"",
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"",
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"\1Testing",
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"\"CyberIF\"",
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"\"Dani\"",
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"Karol \"Fooruman\" D""\x1E""browski", // DÄ…browski, <Sryder> accents in srb2 :ytho:
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"\"VirtAnderson\"",
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"",
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"\1Special Thanks",
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"SEGA",
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"Sonic Team",
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"SRB2 & Sonic Team Jr. (www.srb2.org)",
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"\"blazethecat\"",
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"\"Chaos Zero 64\"",
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"\"Rob\"",
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"",
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"\1Produced By",
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"Kart Krew",
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"",
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"\1In Memory of",
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"\"Tyler52\"",
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"",
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"",
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"\1Thank you",
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"\1for playing!",
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NULL
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};
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static struct {
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UINT32 x, y;
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const char *patch;
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UINT8 colorize;
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} credits_pics[] = {
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// We don't have time to be fancy, let's just colorize some item sprites :V
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{224, 80+(200* 1), "K_ITJAWZ", SKINCOLOR_CREAMSICLE},
|
|
{224, 80+(200* 2), "K_ITSPB", SKINCOLOR_GARDEN},
|
|
{224, 80+(200* 3), "K_ITBANA", SKINCOLOR_LILAC},
|
|
{224, 80+(200* 4), "K_ITHYUD", SKINCOLOR_DREAM},
|
|
{224, 80+(200* 5), "K_ITBHOG", SKINCOLOR_TANGERINE},
|
|
{224, 80+(200* 6), "K_ITSHRK", SKINCOLOR_JAWZ},
|
|
{224, 80+(200* 7), "K_ITSHOE", SKINCOLOR_MINT},
|
|
{224, 80+(200* 8), "K_ITGROW", SKINCOLOR_RUBY},
|
|
{224, 80+(200* 9), "K_ITPOGO", SKINCOLOR_SAPPHIRE},
|
|
{224, 80+(200*10), "K_ITRSHE", SKINCOLOR_YELLOW},
|
|
{224, 80+(200*11), "K_ITORB4", SKINCOLOR_DUSK},
|
|
{224, 80+(200*12), "K_ITEGGM", SKINCOLOR_GREEN},
|
|
{224, 80+(200*13), "K_ITMINE", SKINCOLOR_BRONZE},
|
|
{224, 80+(200*14), "K_ITTHNS", SKINCOLOR_RASPBERRY},
|
|
{224, 80+(200*15), "K_ITINV1", SKINCOLOR_GREY},
|
|
// This Tyler52 gag is troublesome
|
|
// Alignment should be ((spaces+1 * 100) + (headers+1 * 38) + (lines * 15))
|
|
// Current max image spacing: (200*17)
|
|
{112, (15*100)+(17*38)+(72*15), "TYLER52", SKINCOLOR_NONE},
|
|
{0, 0, NULL, SKINCOLOR_NONE}
|
|
};
|
|
|
|
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;
|
|
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<<FRACBITS) - 5*(animtimer<<FRACBITS)/8;
|
|
|
|
//V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
|
|
|
|
// Draw background
|
|
V_DrawSciencePatch(0, 0 - FixedMul(32<<FRACBITS, FixedDiv(credbgtimer%TICRATE, TICRATE)), V_SNAPTOTOP, W_CachePatchName("CREDTILE", PU_CACHE), FRACUNIT);
|
|
|
|
V_DrawSciencePatch(0, 0 - FixedMul(40<<FRACBITS, FixedDiv(credbgtimer%(TICRATE/2), (TICRATE/2))), V_SNAPTOTOP, W_CachePatchName("CREDZIGZ", PU_CACHE), FRACUNIT);
|
|
V_DrawSciencePatch(320<<FRACBITS, 0 - FixedMul(40<<FRACBITS, FixedDiv(credbgtimer%(TICRATE/2), (TICRATE/2))), V_SNAPTOTOP|V_FLIP, W_CachePatchName("CREDZIGZ", PU_CACHE), FRACUNIT);
|
|
|
|
// Draw pictures
|
|
for (i = 0; credits_pics[i].patch; i++)
|
|
{
|
|
UINT8 *colormap = NULL;
|
|
fixed_t sc = FRACUNIT>>1;
|
|
|
|
if (credits_pics[i].colorize != SKINCOLOR_NONE)
|
|
{
|
|
colormap = R_GetTranslationColormap(TC_RAINBOW, credits_pics[i].colorize, 0);
|
|
sc = FRACUNIT; // quick hack so I don't have to add another field to credits_pics
|
|
}
|
|
|
|
V_DrawFixedPatch(credits_pics[i].x<<FRACBITS, (credits_pics[i].y<<FRACBITS) - 4*(animtimer<<FRACBITS)/5, sc, 0, W_CachePatchName(credits_pics[i].patch, PU_CACHE), colormap);
|
|
}
|
|
|
|
// Dim the background
|
|
//V_DrawFadeScreen();
|
|
|
|
// Draw credits text on top
|
|
for (i = 0; credits[i]; i++)
|
|
{
|
|
switch(credits[i][0])
|
|
{
|
|
case 0:
|
|
y += 80<<FRACBITS;
|
|
break;
|
|
case 1:
|
|
if (y>>FRACBITS > -20)
|
|
V_DrawCreditString((160 - (V_CreditStringWidth(&credits[i][1])>>1))<<FRACBITS, y, 0, &credits[i][1]);
|
|
y += 30<<FRACBITS;
|
|
break;
|
|
default:
|
|
if (y>>FRACBITS > -10)
|
|
V_DrawStringAtFixed(32<<FRACBITS, y, V_ALLOWLOWERCASE, credits[i]);
|
|
y += 12<<FRACBITS;
|
|
break;
|
|
}
|
|
if (((y>>FRACBITS) * vid.dupy) > vid.height)
|
|
break;
|
|
}
|
|
|
|
if (!credits[i] && y <= 120<<FRACBITS && !finalecount)
|
|
{
|
|
timetonext = 5*TICRATE+1;
|
|
finalecount = 5*TICRATE;
|
|
}
|
|
}
|
|
|
|
void F_CreditTicker(void)
|
|
{
|
|
if (timetonext)
|
|
timetonext--;
|
|
else
|
|
animtimer++;
|
|
|
|
credbgtimer++;
|
|
|
|
if (finalecount && --finalecount == 0)
|
|
F_StartGameEvaluation();
|
|
}
|
|
|
|
boolean F_CreditResponder(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)
|
|
return false;
|
|
|
|
if (key == KEY_DOWNARROW || key == KEY_SPACE)
|
|
{
|
|
if (!timetonext && !finalecount)
|
|
animtimer += 7;
|
|
return false;
|
|
}
|
|
|
|
/*if (!(timesBeaten) && !(netgame || multiplayer))
|
|
return false;*/
|
|
|
|
if (key != KEY_ESCAPE && key != KEY_ENTER && 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;
|
|
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<<i))
|
|
V_DrawScaledPatch(x, y, 0, W_CachePatchName(patchname, PU_CACHE));
|
|
else
|
|
V_DrawTranslucentPatch(x, y, TRANSLEVEL, W_CachePatchName(patchname, PU_CACHE));
|
|
|
|
eemeralds_cur += INTERVAL;
|
|
}
|
|
if (eemeralds_start >= 360)
|
|
eemeralds_start -= 360;
|
|
|
|
if (finalecount == 5*TICRATE)
|
|
{
|
|
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer))
|
|
{
|
|
++timesBeaten;
|
|
|
|
if (ALL7EMERALDS(emeralds))
|
|
++timesBeatenWithEmeralds;
|
|
|
|
/*if (ultimatemode)
|
|
++timesBeatenUltimate;*/
|
|
|
|
if (M_UpdateUnlockablesAndExtraEmblems(false))
|
|
S_StartSound(NULL, sfx_ncitem);
|
|
|
|
G_SaveGameData(false);
|
|
}
|
|
}
|
|
|
|
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;
|
|
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)
|
|
{
|
|
// this function does nothing
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
|
|
// music is started in the ticker
|
|
if (!fromtitledemo) // SRB2Kart: Don't reset music if the right track is already playing
|
|
S_StopMusic();
|
|
fromtitledemo = false;
|
|
|
|
animtimer = 0;
|
|
|
|
demoDelayLeft = demoDelayTime;
|
|
demoIdleLeft = demoIdleTime;
|
|
|
|
ttbanner = W_CachePatchName("TTKBANNR", PU_LEVEL);
|
|
ttkart = W_CachePatchName("TTKART", PU_LEVEL);
|
|
ttcheckers = W_CachePatchName("TTCHECK", PU_LEVEL);
|
|
ttkflash = W_CachePatchName("TTKFLASH", 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.
|
|
|
|
// Don't draw outside of the title screen, or if the patch isn't there.
|
|
if (!ttbanner || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
|
|
{
|
|
F_SkyScroll(titlescrollspeed);
|
|
return;
|
|
}
|
|
|
|
if (finalecount < 50)
|
|
{
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
|
|
|
|
V_DrawSmallScaledPatch(84, 36, 0, ttbanner);
|
|
|
|
if (finalecount >= 20)
|
|
V_DrawSmallScaledPatch(84, 87, 0, ttkart);
|
|
else if (finalecount >= 10)
|
|
V_DrawSciencePatch((84<<FRACBITS) - FixedDiv(180<<FRACBITS, 10<<FRACBITS)*(20-finalecount), (87<<FRACBITS), 0, ttkart, FRACUNIT/2);
|
|
}
|
|
else if (finalecount < 52)
|
|
{
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
|
|
V_DrawSmallScaledPatch(84, 36, 0, ttkflash);
|
|
}
|
|
else
|
|
{
|
|
INT32 transval = 0;
|
|
|
|
if (finalecount <= (50+(9<<1)))
|
|
transval = (finalecount - 50)>>1;
|
|
|
|
F_SkyScroll(titlescrollspeed);
|
|
|
|
V_DrawSciencePatch(0, 0 - FixedMul(40<<FRACBITS, FixedDiv(finalecount%70, 70)), V_SNAPTOTOP|V_SNAPTOLEFT, ttcheckers, FRACUNIT);
|
|
V_DrawSciencePatch(280<<FRACBITS, -(40<<FRACBITS) + FixedMul(40<<FRACBITS, FixedDiv(finalecount%70, 70)), V_SNAPTOTOP|V_SNAPTORIGHT, ttcheckers, FRACUNIT);
|
|
|
|
if (transval)
|
|
V_DrawFadeScreen(120, 10 - transval);
|
|
|
|
V_DrawSmallScaledPatch(84, 36, 0, ttbanner);
|
|
|
|
V_DrawSmallScaledPatch(84, 87, 0, ttkart);
|
|
|
|
if (!transval)
|
|
return;
|
|
|
|
V_DrawSmallScaledPatch(84, 36, transval<<V_ALPHASHIFT, ttkflash);
|
|
}
|
|
}
|
|
|
|
// (no longer) De-Demo'd Title Screen
|
|
void F_TitleScreenTicker(boolean run)
|
|
{
|
|
if (run)
|
|
{
|
|
finalecount++;
|
|
|
|
if (finalecount == 10)
|
|
{
|
|
S_StartSound(NULL, sfx_s23e);
|
|
}
|
|
else if (finalecount == 50)
|
|
{
|
|
// Now start the music
|
|
S_ChangeMusicInternal("titles", looptitle);
|
|
S_StartSound(NULL, sfx_s23c);
|
|
}
|
|
}
|
|
|
|
// don't trigger if doing anything besides idling on title
|
|
if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
|
|
return;
|
|
|
|
// are demos disabled?
|
|
if (!cv_rollingdemos.value)
|
|
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;
|
|
const char *mapname;
|
|
UINT8 numstaff;
|
|
|
|
// prevent console spam if failed
|
|
demoIdleLeft = demoIdleTime;
|
|
|
|
if ((l = W_CheckNumForName("MAP01S01")) == LUMPERROR) // gotta have ONE
|
|
{
|
|
F_StartIntro();
|
|
return;
|
|
}
|
|
|
|
// Replay intro when done cycling through demos
|
|
/*if (curDemo == numDemos) -- uuuh... we have a LOT of maps AND a big devteam... probably not gonna see a repeat unless you're super unlucky :V
|
|
{
|
|
curDemo = 0;
|
|
F_StartIntro();
|
|
return;
|
|
}*/
|
|
|
|
mapname = G_BuildMapName(G_RandMap(TOL_RACE, -2, false, 0, false, NULL)+1);
|
|
|
|
numstaff = 1;
|
|
while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
|
|
numstaff++;
|
|
|
|
#if 0 // turns out this isn't how we're gonna organise 'em
|
|
if (numstaff > 1)
|
|
{
|
|
if (laststaff && laststaff <= numstaff) // don't do the same staff member twice in a row, even if they're on different maps
|
|
{
|
|
numstaff = M_RandomKey(numstaff-1)+1;
|
|
if (numstaff >= laststaff)
|
|
numstaff++;
|
|
}
|
|
else
|
|
numstaff = M_RandomKey(numstaff)+1;
|
|
}
|
|
laststaff = numstaff;
|
|
#else
|
|
numstaff = M_RandomKey(numstaff)+1;
|
|
#endif
|
|
|
|
// Setup demo name
|
|
snprintf(dname, 9, "%sS%02u", mapname, numstaff);
|
|
|
|
/*if ((l = W_CheckNumForName(dname)) == LUMPERROR) -- we KNOW it exists now
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Demo lump \"%s\" doesn't exist\n"), dname);
|
|
F_StartIntro();
|
|
return;
|
|
}*/
|
|
|
|
titledemo = fromtitledemo = true;
|
|
G_DoPlayDemo(dname);
|
|
}
|
|
}
|
|
|
|
void F_TitleDemoTicker(void)
|
|
{
|
|
keypressed = false;
|
|
}
|
|
|
|
// ================
|
|
// WAITINGPLAYERS
|
|
// ================
|
|
|
|
void F_StartWaitingPlayers(void)
|
|
{
|
|
INT32 i;
|
|
INT32 randskin;
|
|
spriteframe_t *sprframe;
|
|
|
|
wipegamestate = GS_TITLESCREEN; // technically wiping from title screen
|
|
finalecount = 0;
|
|
|
|
randskin = M_RandomKey(numskins);
|
|
waitcolormap = R_GetTranslationColormap(randskin, skins[randskin].prefcolor, 0);
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
sprframe = &skins[randskin].spritedef.spriteframes[(6+(i*3)) & FF_FRAMEMASK];
|
|
driver[i] = W_CachePatchNum(sprframe->lumppat[1], PU_LEVEL);
|
|
}
|
|
}
|
|
|
|
void F_WaitingPlayersTicker(void)
|
|
{
|
|
if (paused)
|
|
return;
|
|
|
|
finalecount++;
|
|
|
|
// dumb hack, only start the music on the 1st tick so if you instantly go into the map you aren't hearing a tic of music
|
|
if (finalecount == 2)
|
|
S_ChangeMusicInternal("WAIT2J", true);
|
|
}
|
|
|
|
void F_WaitingPlayersDrawer(void)
|
|
{
|
|
UINT32 frame = (finalecount % 8) / 4; // The game only tics every other frame while waitingplayers
|
|
INT32 flags = V_FLIP;
|
|
const char *waittext1 = "You will join";
|
|
const char *waittext2 = "the next race...";
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
|
|
V_DrawCreditString((160 - (V_CreditStringWidth(waittext1)>>1))<<FRACBITS, 48<<FRACBITS, 0, waittext1);
|
|
V_DrawCreditString((160 - (V_CreditStringWidth(waittext2)>>1))<<FRACBITS, 64<<FRACBITS, 0, waittext2);
|
|
V_DrawFixedPatch((160<<FRACBITS) - driver[frame]->width / 2, 150<<FRACBITS, 1<<FRACBITS, flags, driver[frame], waitcolormap);
|
|
}
|
|
|
|
// ==========
|
|
// 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;
|
|
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 G_EndGame or something wants to turn it back false later
|
|
if (runningprecutscene)
|
|
{
|
|
if (server)
|
|
D_MapChange(gamemap, gametype, false, 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
|
|
G_EndGame();
|
|
}
|
|
}
|
|
|
|
void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer)
|
|
{
|
|
if (!cutscenes[cutscenenum])
|
|
return;
|
|
|
|
G_SetGamestate(GS_CUTSCENE);
|
|
|
|
gameaction = ga_nothing;
|
|
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 && !IsPlayerAdmin(i))
|
|
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;
|
|
}
|