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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// 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"
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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# include "d_netcmd.h"
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# 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"
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# include "m_misc.h" // moviemode functionality
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# include "y_inter.h"
# include "m_cond.h"
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# include "p_local.h"
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# include "p_setup.h"
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# include "st_stuff.h" // hud hiding
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# include "fastcmp.h"
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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# include "console.h"
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# ifdef HAVE_BLUA
# include "lua_hud.h"
# endif
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// Stage of animation:
// 0 = text, 1 = art screen
static INT32 finalecount ;
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INT32 titlescrollxspeed = 80 ;
INT32 titlescrollyspeed = 0 ;
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UINT8 titlemapinaction = TITLEMAP_OFF ;
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static INT32 timetonext ; // Delay between screen changes
static INT32 continuetime ; // Short delay when continuing
static tic_t animtimer ; // Used for some animation timings
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static INT16 skullAnimCounter ; // Prompts: Chevron animation
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static INT32 deplete ;
static tic_t stoptimer ;
static boolean keypressed = false ;
// (no longer) De-Demo'd Title Screen
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static tic_t xscrolltimer ;
static tic_t yscrolltimer ;
static INT32 menuanimtimer ; // Title screen: background animation timing
mobj_t * titlemapcameraref = NULL ;
// menu presentation state
char curbgname [ 8 ] ;
SINT8 curfadevalue ;
boolean curhidepics ;
INT32 curbgcolor ;
INT32 curbgxspeed ;
INT32 curbgyspeed ;
boolean curbghide ;
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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 ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
static boolean goodending ;
static patch_t * endbrdr [ 2 ] ; // border - blue, white, pink - where have i seen those colours before?
static patch_t * endbgsp [ 3 ] ; // nebula, sun, planet
static patch_t * endegrk [ 2 ] ; // eggrock - replaced midway through good ending
static patch_t * endfwrk [ 3 ] ; // firework - replaced with skin when good ending
static patch_t * endspkl [ 3 ] ; // sparkle
static patch_t * endglow [ 2 ] ; // glow aura - replaced with black rock's midway through good ending
static patch_t * endxpld [ 4 ] ; // mini explosion
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static INT32 sparkloffs [ 3 ] [ 2 ] ; // eggrock explosions/blackrock sparkles
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
static INT32 sparklloop ;
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//
// PROMPT STATE
//
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static boolean promptactive = false ;
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static mobj_t * promptmo ;
static INT16 promptpostexectag ;
static boolean promptblockcontrols ;
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static char * promptpagetext = NULL ;
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static INT32 callpromptnum = INT32_MAX ;
static INT32 callpagenum = INT32_MAX ;
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static INT32 callplayer = INT32_MAX ;
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//
// 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 ;
}
// =============
// INTRO SCENE
// =============
# define NUMINTROSCENES 16
INT32 intro_scenenum = 0 ;
INT32 intro_curtime = 0 ;
const char * introtext [ NUMINTROSCENES ] ;
static tic_t introscenetime [ NUMINTROSCENES ] =
{
7 * TICRATE + ( TICRATE / 2 ) , // STJr Presents
11 * TICRATE + ( TICRATE / 2 ) , // Two months had passed since...
15 * TICRATE + ( TICRATE / 2 ) , // As it was about to drain the rings...
14 * TICRATE , // What Sonic, Tails, and Knuckles...
18 * TICRATE , // About once every year, a strange...
19 * TICRATE + ( TICRATE / 2 ) , // Curses! Eggman yelled. That ridiculous...
19 * TICRATE + ( TICRATE / 4 ) , // It was only later that he had an idea...
10 * TICRATE + ( TICRATE / 2 ) , // Before beginning his scheme, Eggman decided to give Sonic...
16 * TICRATE , // We're ready to fire in 15 seconds, the robot said...
16 * TICRATE , // Meanwhile, Sonic was tearing across the zones...
16 * TICRATE + ( TICRATE / 2 ) , // Sonic knew he was getting closer to the city...
17 * TICRATE , // Greenflower City was gone...
16 * TICRATE + ( TICRATE / 2 ) , // You're not quite as dead as we thought, huh?...
18 * TICRATE + ( TICRATE / 2 ) , // Eggman took this as his cue and blasted off...
16 * TICRATE , // Easy! We go find Eggman and stop his...
25 * TICRATE , // I'm just finding what mission obje...
} ;
// custom intros
void F_StartCustomCutscene ( INT32 cutscenenum , boolean precutscene , boolean resetplayer ) ;
void F_StartIntro ( void )
{
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S_StopMusic ( ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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S_StopSounds ( ) ;
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if ( introtoplay )
{
if ( ! cutscenes [ introtoplay - 1 ] )
D_StartTitle ( ) ;
else
F_StartCustomCutscene ( introtoplay - 1 , false , false ) ;
return ;
}
introtext [ 0 ] = " # " ;
introtext [ 1 ] = M_GetText (
" Two months had passed since Dr. Eggman \n "
" tried to take over the world using his \n "
" Ring Satellite. \n # " ) ;
introtext [ 2 ] = M_GetText (
" As it was about to drain the rings \n "
" away from the planet, Sonic burst into \n "
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" the control room and for what he thought \n "
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" would be the last time, \xB4 defeated \n "
" Dr. Eggman. \n # " ) ;
introtext [ 3 ] = M_GetText (
" \n What Sonic, Tails, and Knuckles had \n "
" not anticipated was that Eggman would \n "
" return, \xB8 bringing an all new threat. \n # " ) ;
introtext [ 4 ] = M_GetText (
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" \xA8 " " About every five years, a strange asteroid \n "
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" hovers around the planet. \xBF It suddenly \n "
" appears from nowhere, circles around, and \n "
" \xB6 - just as mysteriously as it arrives - \xB6 \n "
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" vanishes after only one week. \xBF \n "
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" No one knows why it appears, or how. \n # " ) ;
introtext [ 5 ] = M_GetText (
" \xA7 \" Curses! \" \xA9 \xBA Eggman yelled. \xA7 \" That hedgehog \n "
" and his ridiculous friends will pay \n "
" dearly for this! \" \xA9 \xC8 Just then his scanner \n "
" blipped as the Black Rock made its \n "
" appearance from nowhere. \xBF Eggman looked at \n "
" the screen, and just shrugged it off. \n # " ) ;
introtext [ 6 ] = M_GetText (
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" It was hours later \n "
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" that he had an \n "
" idea. \xBF \xA7 \" The Black \n "
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" Rock has a large \n "
" amount of energy \n "
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" within it \xAC ... \xA7 \xBF \n "
" If I can somehow \n "
" harness this, \xB8 I \n "
" can turn it into \n "
" the ultimate \n "
" battle station \xAC ... \xA7 \xBF \n "
" And every last \n "
" person will be \n "
" begging for mercy, \xB8 \xA8 \n "
" including Sonic! \" \n # " ) ;
introtext [ 7 ] = M_GetText (
" \xA8 \n Before beginning his scheme, \n "
" Eggman decided to give Sonic \n "
" a reunion party... \n # " ) ;
introtext [ 8 ] = M_GetText (
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" \xA5 \" PRE- " " \xB6 " " PARING- " " \xB6 " " TO- " " \xB4 " " FIRE- \xB6 IN- " " \xB6 " " 15- " " \xB6 " " SECONDS! \" \xA8 \xB8 \n "
" his targeting system crackled \n "
" robotically down the com-link. \xBF \xA7 \" Good! \" \xA8 \xB8 \n "
" Eggman sat back in his eggmobile and \n "
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" began to count down as he saw the \n "
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" Greenflower mountain on the monitor. \n # " ) ;
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introtext [ 9 ] = M_GetText (
" \xA5 \" 10... \xD2 " " 9... \xD2 " " 8... \" \xA8 \xD2 \n "
" Meanwhile, Sonic was tearing across the \n "
" zones. Everything became a blur as he \n "
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" ran up slopes, skimmed over water, \n "
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" and catapulted himself off rocks with \n "
" his phenomenal speed. \n # " ) ;
introtext [ 10 ] = M_GetText (
" \xA5 \" 6... \xD2 " " 5... \xD2 " " 4... \" \xA8 \xD2 \n "
" Sonic knew he was getting closer to the \n "
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" zone, and pushed himself harder. \xB4 Finally, \n "
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" the mountain appeared on the horizon. \xD2 \xD2 \n "
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" \xA5 \" 3... \xD2 " " 2... \xD2 " " 1... \xD2 " " Zero. \" \n # " ) ;
introtext [ 11 ] = M_GetText (
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" Greenflower Mountain was no more. \xC4 \n "
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" Sonic arrived just in time to see what \n "
" little of the 'ruins' were left. \n "
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" The natural beauty of the zone \n "
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" had been obliterated. \n # " ) ;
introtext [ 12 ] = M_GetText (
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" \xA7 \" You're not quite as gone as we thought, \n "
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" huh? \xBF Are you going to tell us your plan as \n "
" usual or will I \xA8 \xB4 'have to work it out' \xA7 or \n "
" something? \" \xD2 \xD2 \n "
" \" We'll see \xAA ... \xA7 \xBF let's give you a quick warm \n "
" up, Sonic! \xA6 \xC4 JETTYSYNS! \xA7 \xBD Open fire! \" \n # " ) ;
introtext [ 13 ] = M_GetText (
" Eggman took this \n "
" as his cue and \n "
" blasted off, \n "
" leaving Sonic \n "
" and Tails behind. \xB6 \n "
" Tails looked at \n "
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" the once-perfect \n "
" mountainside \n "
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" with a grim face \n "
" and sighed. \xC6 \n "
" \xA7 \" Now \xB6 what do we \n "
" do? \" , \xA9 he asked. \n # " ) ;
introtext [ 14 ] = M_GetText (
" \xA7 \" Easy! \xBF We go \n "
" find Eggman \n "
" and stop his \n "
" latest \n "
" insane plan. \xBF \n "
" Just like \n "
" we've always \n "
" done, \xBA right? \xD2 \n \n "
" \xAE ... \xA9 \xD2 \n \n "
" \" Tails, what \n "
" \xAA *ARE* \xA9 you \n "
" doing? \" \n # " ) ;
introtext [ 15 ] = M_GetText (
" \xA8 \" I'm just finding what mission obje \xAC \xB1 ... \xBF \n "
" \xA6 " " a- \xB8 " " ha! \xBF Here it is! \xA8 \xBF This will only give us \n "
" the robot's primary objective. \xBF It says \xAC \xB1 ... \" \n "
" \xD2 \xA3 \x83 "
" * LOCATE AND RETRIEVE: CHAOS EMERALDS * "
" \xBF \n "
" * CLOSEST LOCATION: GREENFLOWER ZONE * "
" \x80 \n \xA9 \xD2 \xD2 "
" \" All right, then \xAF ... \xD2 \xD2 \xA7 let's go! \" \n # " ) ;
/*
" What are we waiting for? The first emerald is ours! " Sonic was about to
run , when he saw a shadow pass over him , he recognized the silhouette
instantly .
" Knuckles! " Sonic said . The echidna stopped his glide and landed
facing Sonic . " What are you doing here? "
He replied , " This crisis affects the Floating Island,
if that explosion I saw is anything to go by . "
If you ' re willing to help then . . . let ' s go ! "
*/
G_SetGamestate ( GS_INTRO ) ;
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
F_NewCutscene ( introtext [ 0 ] ) ;
intro_scenenum = 0 ;
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finalecount = animtimer = skullAnimCounter = stoptimer = 0 ;
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timetonext = introscenetime [ intro_scenenum ] ;
}
//
// F_IntroDrawScene
//
static void F_IntroDrawScene ( void )
{
boolean highres = false ;
INT32 cx = 8 , cy = 128 ;
patch_t * background = NULL ;
INT32 bgxoffs = 0 ;
void * patch ;
// DRAW A FULL PIC INSTEAD OF FLAT!
if ( intro_scenenum = = 0 ) ;
else if ( intro_scenenum = = 1 )
background = W_CachePatchName ( " INTRO1 " , PU_CACHE ) ;
else if ( intro_scenenum = = 2 )
{
background = W_CachePatchName ( " INTRO2 " , PU_CACHE ) ;
highres = true ;
}
else if ( intro_scenenum = = 3 )
background = W_CachePatchName ( " INTRO3 " , PU_CACHE ) ;
else if ( intro_scenenum = = 4 )
background = W_CachePatchName ( " INTRO4 " , PU_CACHE ) ;
else if ( intro_scenenum = = 5 )
{
if ( intro_curtime > = 5 * TICRATE )
background = W_CachePatchName ( " RADAR " , PU_CACHE ) ;
else
{
background = W_CachePatchName ( " DRAT " , PU_CACHE ) ;
highres = true ;
}
}
else if ( intro_scenenum = = 6 )
{
background = W_CachePatchName ( " INTRO6 " , PU_CACHE ) ;
cx = 180 ;
cy = 8 ;
}
else if ( intro_scenenum = = 7 )
{
if ( intro_curtime > = 6 * TICRATE )
background = W_CachePatchName ( " SGRASS5 " , PU_CACHE ) ;
else
background = W_CachePatchName ( " SGRASS1 " , PU_CACHE ) ;
}
else if ( intro_scenenum = = 8 )
{
background = W_CachePatchName ( " WATCHING " , PU_CACHE ) ;
highres = true ;
}
else if ( intro_scenenum = = 9 )
{
background = W_CachePatchName ( " ZOOMING " , PU_CACHE ) ;
highres = true ;
}
else if ( intro_scenenum = = 10 ) ;
else if ( intro_scenenum = = 11 )
background = W_CachePatchName ( " INTRO5 " , PU_CACHE ) ;
else if ( intro_scenenum = = 12 )
{
if ( intro_curtime > = 7 * TICRATE )
background = W_CachePatchName ( " CONFRONT " , PU_CACHE ) ;
else
background = W_CachePatchName ( " REVENGE " , PU_CACHE ) ;
highres = true ;
}
else if ( intro_scenenum = = 13 )
{
background = W_CachePatchName ( " TAILSSAD " , PU_CACHE ) ;
highres = true ;
bgxoffs = 144 ;
cx = 8 ;
cy = 8 ;
}
else if ( intro_scenenum = = 14 )
{
if ( intro_curtime > = 7 * TICRATE )
background = W_CachePatchName ( " SONICDO2 " , PU_CACHE ) ;
else
background = W_CachePatchName ( " SONICDO1 " , PU_CACHE ) ;
highres = true ;
cx = 224 ;
cy = 8 ;
}
else if ( intro_scenenum = = 15 )
{
background = W_CachePatchName ( " INTRO7 " , PU_CACHE ) ;
highres = true ;
}
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
if ( background )
{
if ( highres )
V_DrawSmallScaledPatch ( bgxoffs , 0 , 0 , background ) ;
else
V_DrawScaledPatch ( bgxoffs , 0 , 0 , background ) ;
}
else if ( intro_scenenum = = 0 ) // STJr presents
{
// "Waaaaaaah" intro
if ( finalecount - TICRATE / 2 < 4 * TICRATE + 23 ) {
// aspect is FRACUNIT/2 for 4:3 (source) resolutions, smaller for 16:10 (SRB2) resolutions
fixed_t aspect = ( FRACUNIT + ( FRACUNIT * 4 / 3 - FRACUNIT * vid . width / vid . height ) / 2 ) > > 1 ;
fixed_t x , y ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 2 ) ;
if ( finalecount < 30 ) { // Cry!
if ( finalecount < 4 )
S_StopMusic ( ) ;
if ( finalecount = = 4 )
2016-02-04 09:17:27 +00:00
S_ChangeMusicInternal ( " _stjr " , false ) ;
2014-03-15 16:59:03 +00:00
x = ( BASEVIDWIDTH < < FRACBITS ) / 2 - FixedMul ( 334 < < FRACBITS , aspect ) / 2 ;
y = ( BASEVIDHEIGHT < < FRACBITS ) / 2 - FixedMul ( 358 < < FRACBITS , aspect ) / 2 ;
V_DrawSciencePatch ( x , y , 0 , ( patch = W_CachePatchName ( " WAHH1 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
if ( finalecount > 6 ) {
V_DrawSciencePatch ( x , y , 0 , ( patch = W_CachePatchName ( " WAHH2 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
}
if ( finalecount > 10 ) {
V_DrawSciencePatch ( x , y , 0 , ( patch = W_CachePatchName ( " WAHH3 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
}
if ( finalecount > 14 ) {
V_DrawSciencePatch ( x , y , 0 , ( patch = W_CachePatchName ( " WAHH4 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
}
}
else if ( finalecount - 30 < 20 ) { // Big eggy
background = W_CachePatchName ( " FEEDIN " , PU_CACHE ) ;
x = ( BASEVIDWIDTH < < FRACBITS ) / 2 - FixedMul ( 560 < < FRACBITS , aspect ) / 2 ;
y = ( BASEVIDHEIGHT < < FRACBITS ) - FixedMul ( 477 < < FRACBITS , aspect ) ;
V_DrawSciencePatch ( x , y , V_SNAPTOBOTTOM , background , aspect ) ;
}
else if ( finalecount - 50 < 30 ) { // Zoom out
fixed_t scale = FixedDiv ( aspect , FixedDiv ( ( finalecount - 50 ) < < FRACBITS , ( 15 < < FRACBITS ) ) + FRACUNIT ) ;
background = W_CachePatchName ( " FEEDIN " , PU_CACHE ) ;
x = ( BASEVIDWIDTH < < FRACBITS ) / 2 - FixedMul ( 560 < < FRACBITS , aspect ) / 2 + ( FixedMul ( 560 < < FRACBITS , aspect ) - FixedMul ( 560 < < FRACBITS , scale ) ) ;
y = ( BASEVIDHEIGHT < < FRACBITS ) - FixedMul ( 477 < < FRACBITS , scale ) ;
V_DrawSciencePatch ( x , y , V_SNAPTOBOTTOM , background , scale ) ;
}
else
{
{
// Draw tiny eggy
fixed_t scale = FixedMul ( FRACUNIT / 3 , aspect ) ;
background = W_CachePatchName ( " FEEDIN " , PU_CACHE ) ;
x = ( BASEVIDWIDTH < < FRACBITS ) / 2 - FixedMul ( 560 < < FRACBITS , aspect ) / 2 + ( FixedMul ( 560 < < FRACBITS , aspect ) - FixedMul ( 560 < < FRACBITS , scale ) ) ;
y = ( BASEVIDHEIGHT < < FRACBITS ) - FixedMul ( 477 < < FRACBITS , scale ) ;
V_DrawSciencePatch ( x , y , V_SNAPTOBOTTOM , background , scale ) ;
}
if ( finalecount - 84 < 58 ) { // Pure Fat is driving up!
int ftime = ( finalecount - 84 ) ;
2016-02-06 03:32:14 +00:00
x = ( - 189 * FRACUNIT ) + ( FixedMul ( ( 6 < < FRACBITS ) + FRACUNIT / 3 , ftime < < FRACBITS ) - FixedMul ( ( 6 < < FRACBITS ) + FRACUNIT / 3 , FixedDiv ( FixedMul ( ftime < < FRACBITS , ftime < < FRACBITS ) , 120 < < FRACBITS ) ) ) ;
2014-03-15 16:59:03 +00:00
y = ( BASEVIDHEIGHT < < FRACBITS ) - FixedMul ( 417 < < FRACBITS , aspect ) ;
// Draw the body
V_DrawSciencePatch ( x , y , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT1 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the door
V_DrawSciencePatch ( x + FixedMul ( 344 < < FRACBITS , aspect ) , y + FixedMul ( 292 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT2 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the wheel
V_DrawSciencePatch ( x + FixedMul ( 178 < < FRACBITS , aspect ) , y + FixedMul ( 344 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( va ( " TYRE%02u " , ( abs ( finalecount - 144 ) / 3 ) % 16 ) , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the wheel cover
V_DrawSciencePatch ( x + FixedMul ( 88 < < FRACBITS , aspect ) , y + FixedMul ( 238 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT3 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
} else { // Pure Fat has stopped!
y = ( BASEVIDHEIGHT < < FRACBITS ) - FixedMul ( 417 < < FRACBITS , aspect ) ;
// Draw the body
V_DrawSciencePatch ( 0 , y , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT1 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the wheel
V_DrawSciencePatch ( FixedMul ( 178 < < FRACBITS , aspect ) , y + FixedMul ( 344 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " TYRE00 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the wheel cover
V_DrawSciencePatch ( FixedMul ( 88 < < FRACBITS , aspect ) , y + FixedMul ( 238 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT3 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
// Draw the door
if ( finalecount - TICRATE / 2 > 4 * TICRATE ) { // Door is being raised!
int ftime = ( finalecount - TICRATE / 2 - 4 * TICRATE ) ;
y - = FixedDiv ( ( ftime * ftime ) < < FRACBITS , 23 < < FRACBITS ) ;
}
V_DrawSciencePatch ( FixedMul ( 344 < < FRACBITS , aspect ) , y + FixedMul ( 292 < < FRACBITS , aspect ) , V_SNAPTOLEFT | V_SNAPTOBOTTOM , ( patch = W_CachePatchName ( " PUREFAT2 " , PU_CACHE ) ) , aspect ) ;
W_UnlockCachedPatch ( patch ) ;
}
}
} else {
V_DrawCreditString ( ( 160 - V_CreditStringWidth ( " SONIC TEAM JR " ) / 2 ) < < FRACBITS , 80 < < FRACBITS , 0 , " SONIC TEAM JR " ) ;
V_DrawCreditString ( ( 160 - V_CreditStringWidth ( " PRESENTS " ) / 2 ) < < FRACBITS , 96 < < FRACBITS , 0 , " PRESENTS " ) ;
}
}
else if ( intro_scenenum = = 10 ) // Sky Runner
{
if ( timetonext > 5 * TICRATE & & timetonext < 6 * TICRATE )
{
if ( ! ( finalecount & 3 ) )
background = W_CachePatchName ( " BRITEGG1 " , PU_CACHE ) ;
else
background = W_CachePatchName ( " DARKEGG1 " , PU_CACHE ) ;
V_DrawScaledPatch ( 0 , 0 , 0 , background ) ;
}
else if ( timetonext > 3 * TICRATE & & timetonext < 4 * TICRATE )
{
if ( ! ( finalecount & 3 ) )
background = W_CachePatchName ( " BRITEGG2 " , PU_CACHE ) ;
else
background = W_CachePatchName ( " DARKEGG2 " , PU_CACHE ) ;
V_DrawScaledPatch ( 0 , 0 , 0 , background ) ;
}
else if ( timetonext > 1 * TICRATE & & timetonext < 2 * TICRATE )
{
if ( ! ( finalecount & 3 ) )
background = W_CachePatchName ( " BRITEGG3 " , PU_CACHE ) ;
else
background = W_CachePatchName ( " DARKEGG3 " , PU_CACHE ) ;
V_DrawScaledPatch ( 0 , 0 , 0 , background ) ;
}
else
{
2018-11-25 20:08:12 +00:00
F_SkyScroll ( 80 * 4 , 0 , " TITLESKY " ) ;
2014-03-15 16:59:03 +00:00
if ( timetonext = = 6 )
{
stoptimer = finalecount ;
animtimer = finalecount % 16 ;
}
else if ( timetonext > = 0 & & timetonext < 6 )
{
animtimer = stoptimer ;
deplete - = 32 ;
}
else
{
animtimer = finalecount % 16 ;
deplete = 160 ;
}
if ( finalecount & 1 )
{
V_DrawScaledPatch ( deplete , 8 , 0 , ( patch = W_CachePatchName ( " RUN2 " , PU_CACHE ) ) ) ;
W_UnlockCachedPatch ( patch ) ;
V_DrawScaledPatch ( deplete , 72 , 0 , ( patch = W_CachePatchName ( " PEELOUT2 " , PU_CACHE ) ) ) ;
W_UnlockCachedPatch ( patch ) ;
}
else
{
V_DrawScaledPatch ( deplete , 8 , 0 , ( patch = W_CachePatchName ( " RUN1 " , PU_CACHE ) ) ) ;
W_UnlockCachedPatch ( patch ) ;
V_DrawScaledPatch ( deplete , 72 , 0 , ( patch = W_CachePatchName ( " PEELOUT1 " , PU_CACHE ) ) ) ;
W_UnlockCachedPatch ( patch ) ;
}
2014-08-04 03:49:33 +00:00
{ // Fixing up the black box rendering to look right in resolutions <16:10 -Red
INT32 y = 112 ;
INT32 h = BASEVIDHEIGHT - 112 ;
if ( vid . height ! = BASEVIDHEIGHT * vid . dupy )
{
INT32 adjust = ( vid . height / vid . dupy ) - 200 ;
adjust / = 2 ;
y + = adjust ;
h + = adjust ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , adjust , 31 ) ; // Render a black bar on top so it keeps the "cinematic" windowboxing... I just prefer it this way. -Red
}
V_DrawFill ( 0 , y , BASEVIDWIDTH , h , 31 ) ;
}
2014-03-15 16:59:03 +00:00
}
}
W_UnlockCachedPatch ( background ) ;
if ( intro_scenenum = = 4 ) // The asteroid SPINS!
{
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( intro_curtime > 1 )
2014-03-15 16:59:03 +00:00
{
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
INT32 worktics = intro_curtime - 1 ;
INT32 scale = FRACUNIT ;
patch_t * rockpat ;
UINT8 * colormap = NULL ;
patch_t * glow ;
INT32 trans = 0 ;
INT32 x = ( ( BASEVIDWIDTH - 64 ) < < FRACBITS ) - ( ( intro_curtime * FRACUNIT ) / 3 ) ;
INT32 y = 24 < < FRACBITS ;
if ( worktics < 5 )
{
scale = ( worktics < < ( FRACBITS - 2 ) ) ;
x + = ( 30 * ( FRACUNIT - scale ) ) ;
y + = ( 30 * ( FRACUNIT - scale ) ) ;
}
2019-07-28 09:41:00 +00:00
rockpat = W_CachePatchName ( va ( " ROID00%.2d " , 34 - ( worktics % 35 ) ) , PU_LEVEL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
glow = W_CachePatchName ( va ( " ENDGLOW%.1d " , 2 + ( worktics & 1 ) ) , PU_LEVEL ) ;
if ( worktics > = 5 )
trans = ( worktics - 5 ) > > 1 ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , glow , NULL ) ;
trans = ( 15 - worktics ) ;
if ( trans < 0 )
trans = - trans ;
if ( finalecount < 15 )
colormap = R_GetTranslationColormap ( TC_ALLWHITE , 0 , GTC_CACHE ) ;
V_DrawFixedPatch ( x , y , scale , 0 , rockpat , colormap ) ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , rockpat , R_GetTranslationColormap ( TC_BLINK , SKINCOLOR_AQUA , GTC_CACHE ) ) ;
2014-03-15 16:59:03 +00:00
}
}
if ( animtimer )
animtimer - - ;
if ( intro_scenenum = = 7 & & intro_curtime > 7 * TICRATE )
{
patch_t * sgrass ;
if ( intro_curtime > = 7 * TICRATE + ( ( TICRATE / 7 ) * 2 ) )
sgrass = W_CachePatchName ( " SGRASS4 " , PU_CACHE ) ;
else if ( intro_curtime > = 7 * TICRATE + ( TICRATE / 7 ) )
sgrass = W_CachePatchName ( " SGRASS3 " , PU_CACHE ) ;
else
sgrass = W_CachePatchName ( " SGRASS2 " , PU_CACHE ) ;
V_DrawScaledPatch ( 123 , 4 , 0 , sgrass ) ;
W_UnlockCachedPatch ( sgrass ) ;
}
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
V_DrawString ( cx , cy , V_ALLOWLOWERCASE , cutscene_disptext ) ;
2014-03-15 16:59:03 +00:00
}
//
// 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 ) ;
}
2016-02-04 09:17:27 +00:00
S_ChangeMusicInternal ( " _intro " , false ) ;
2014-03-15 16:59:03 +00:00
}
else if ( intro_scenenum = = 10 )
{
// The only fade to white in the entire damn game.
if ( rendermode ! = render_none )
{
F_WipeStartScreen ( ) ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 0 ) ;
F_WipeEndScreen ( ) ;
F_RunWipe ( 99 , true ) ;
}
}
else if ( intro_scenenum = = 15 )
{
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. =)
{
2018-06-14 19:17:31 +00:00
tic_t nowtime , quittime , lasttime ;
nowtime = lasttime = I_GetTime ( ) ;
quittime = nowtime + NEWTICRATE * 2 ; // Shortened the quit time, used to be 2 seconds
while ( quittime > nowtime )
2014-03-15 16:59:03 +00:00
{
2018-06-14 19:17:31 +00:00
while ( ! ( ( nowtime = I_GetTime ( ) ) - lasttime ) )
I_Sleep ( ) ;
lasttime = nowtime ;
2014-03-15 16:59:03 +00:00
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
2018-06-14 19:17:31 +00:00
if ( moviemode ) // make sure we save frames for the white hold too
M_SaveFrame ( ) ;
2014-03-15 16:59:03 +00:00
}
}
D_StartTitle ( ) ;
2018-06-14 19:17:31 +00:00
wipegamestate = GS_INTRO ;
2014-03-15 16:59:03 +00:00
return ;
}
F_NewCutscene ( introtext [ + + intro_scenenum ] ) ;
timetonext = introscenetime [ intro_scenenum ] ;
F_WipeStartScreen ( ) ;
wipegamestate = - 1 ;
animtimer = stoptimer = 0 ;
}
intro_curtime = introscenetime [ intro_scenenum ] - timetonext ;
if ( rendermode ! = render_none )
{
if ( intro_scenenum = = 5 & & intro_curtime = = 5 * TICRATE )
{
patch_t * radar = W_CachePatchName ( " RADAR " , PU_CACHE ) ;
F_WipeStartScreen ( ) ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
V_DrawScaledPatch ( 0 , 0 , 0 , radar ) ;
W_UnlockCachedPatch ( radar ) ;
V_DrawString ( 8 , 128 , 0 , cutscene_disptext ) ;
F_WipeEndScreen ( ) ;
F_RunWipe ( 99 , true ) ;
}
else if ( intro_scenenum = = 7 & & intro_curtime = = 6 * TICRATE ) // Force a wipe here
{
patch_t * grass = W_CachePatchName ( " SGRASS5 " , PU_CACHE ) ;
F_WipeStartScreen ( ) ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
V_DrawScaledPatch ( 0 , 0 , 0 , grass ) ;
W_UnlockCachedPatch ( grass ) ;
V_DrawString ( 8 , 128 , 0 , cutscene_disptext ) ;
F_WipeEndScreen ( ) ;
F_RunWipe ( 99 , true ) ;
}
else if ( intro_scenenum = = 12 & & intro_curtime = = 7 * TICRATE )
{
patch_t * confront = W_CachePatchName ( " CONFRONT " , PU_CACHE ) ;
F_WipeStartScreen ( ) ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
V_DrawSmallScaledPatch ( 0 , 0 , 0 , confront ) ;
W_UnlockCachedPatch ( confront ) ;
V_DrawString ( 8 , 128 , 0 , cutscene_disptext ) ;
F_WipeEndScreen ( ) ;
F_RunWipe ( 99 , true ) ;
}
if ( intro_scenenum = = 14 & & intro_curtime = = 7 * TICRATE )
{
patch_t * sdo = W_CachePatchName ( " SONICDO2 " , PU_CACHE ) ;
F_WipeStartScreen ( ) ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
V_DrawSmallScaledPatch ( 0 , 0 , 0 , sdo ) ;
W_UnlockCachedPatch ( sdo ) ;
V_DrawString ( 224 , 8 , 0 , cutscene_disptext ) ;
F_WipeEndScreen ( ) ;
F_RunWipe ( 99 , true ) ;
}
}
F_IntroDrawScene ( ) ;
}
//
// F_IntroTicker
//
void F_IntroTicker ( void )
{
// advance animation
finalecount + + ;
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 [ ] = {
2014-11-12 00:55:07 +00:00
" \1 Sonic Robo Blast II " ,
" \1 Credits " ,
2014-03-15 16:59:03 +00:00
" " ,
" \1 Game Design " ,
" Ben \" Mystic \" Geyer " ,
2014-11-12 00:55:07 +00:00
" \" SSNTails \" " ,
2014-03-15 16:59:03 +00:00
" Johnny \" Sonikku \" Wallbank " ,
" " ,
" \1 Programming " ,
" Alam \" GBC \" Arias " ,
" Logan \" GBA \" Arias " ,
" Callum Dickinson " ,
" Scott \" Graue \" Feeney " ,
" Nathan \" Jazz \" Giroux " ,
2018-11-22 04:48:17 +00:00
" Vivian \" toaster \" Grannell " ,
2018-11-24 02:57:07 +00:00
" Kepa \" Nev3r \" Iceta " ,
2014-03-15 16:59:03 +00:00
" Thomas \" Shadow Hog \" Igoe " ,
2017-01-15 19:23:25 +00:00
" Iestyn \" Monster Iestyn \" Jealous " ,
2014-11-12 00:55:07 +00:00
" Ronald \" Furyhunter \" Kinard " , // The SDL2 port
2014-03-15 16:59:03 +00:00
" John \" JTE \" Muniz " ,
2016-02-27 20:13:49 +00:00
" Ehab \" Wolfy \" Saeed " ,
2018-03-14 16:47:19 +00:00
" \" Kaito Sinclaire \" " ,
2014-11-12 00:55:07 +00:00
" \" SSNTails \" " ,
2018-11-22 04:48:17 +00:00
" Marco \" mazmazz \" Zafra " ,
2014-03-15 16:59:03 +00:00
" " ,
" \1 Programming " ,
" \1 Assistance " ,
2018-03-14 16:47:19 +00:00
" \" chi.miru \" " , // helped port slope drawing code from ZDoom
2014-03-15 16:59:03 +00:00
" Andrew \" orospakr \" Clunis " ,
2019-07-28 10:40:19 +00:00
" Sally \" TehRealSalt \" Cochenour " ,
2014-03-15 16:59:03 +00:00
" Gregor \" Oogaland \" Dick " ,
2017-01-15 19:23:25 +00:00
" Louis-Antoine \" LJSonic \" de Moulins " , // for fixing 2.1's netcode (de Rochefort doesn't quite fit on the screen sorry lol)
2019-01-07 21:50:59 +00:00
" Victor \" Steel Titanium \" Fuentes " ,
2014-03-15 16:59:03 +00:00
" Julio \" Chaos Zero 64 \" Guir " ,
2018-12-23 19:36:23 +00:00
" \" Jimita \" " ,
2014-03-15 16:59:03 +00:00
" \" Kalaron \" " , // Coded some of Sryder13's collection of OpenGL fixes, especially fog
2018-12-23 19:36:23 +00:00
" \" Lat' \" " , // SRB2-CHAT, the chat window from Kart
2014-03-15 16:59:03 +00:00
" Matthew \" Shuffle \" Marsalko " ,
" Steven \" StroggOnMeth \" McGranahan " ,
" \" Morph \" " , // For SRB2Morphed stuff
" Colin \" Sonict \" Pfaff " ,
" Sean \" Sryder13 \" Ryder " ,
2018-11-22 04:48:17 +00:00
" Tasos \" tatokis \" Sahanidis " , // Corrected C FixedMul, making 64-bit builds netplay compatible
2014-03-15 16:59:03 +00:00
" Ben \" Cue \" Woodford " ,
2018-12-23 19:36:23 +00:00
// Git contributors with 5+ approved merges of substantive quality,
// or contributors with at least one groundbreaking merge, may be named.
// Everyone else is acknowledged under "Special Thanks > SRB2 Community Contributors".
2014-03-15 16:59:03 +00:00
" " ,
" \1 Sprite Artists " ,
2019-07-28 10:40:19 +00:00
" \" Iceman404 \" " ,
2017-05-16 13:11:10 +00:00
" Victor \" VAdaPEGA \" Ara \x1F jo " , // Araújo -- sorry for our limited font! D:
2019-07-28 10:40:19 +00:00
" Sally \" TehRealSalt \" Cochenour " ,
2014-03-15 16:59:03 +00:00
" Jim \" MotorRoach \" DeMello " ,
" Desmond \" Blade \" DesJardins " ,
" Sherman \" CoatRack \" DesJardins " ,
2016-02-27 20:13:49 +00:00
" Vivian \" toaster \" Grannell " ,
2016-03-04 02:54:19 +00:00
" Andrew \" Senku Niola \" Moran " ,
2014-03-15 16:59:03 +00:00
" David \" Instant Sonic \" Spencer Jr. " ,
2014-11-12 00:55:07 +00:00
" \" SSNTails \" " ,
2014-03-15 16:59:03 +00:00
" " ,
" \1 Texture Artists " ,
" Ryan \" Blaze Hedgehog \" Bloom " ,
" Buddy \" KinkaJoy \" Fischer " ,
2016-05-04 19:14:24 +00:00
" Vivian \" toaster \" Grannell " ,
2014-04-14 05:14:58 +00:00
" Kepa \" Nev3r \" Iceta " ,
2014-03-15 16:59:03 +00:00
" Jarrett \" JEV3 \" Voight " ,
" " ,
" \1 Music and Sound " ,
" \1 Production " ,
" Malcolm \" RedXVI \" Brown " ,
2018-03-14 16:49:10 +00:00
" Dave \" DemonTomatoDave \" Bulmer " ,
2014-03-15 16:59:03 +00:00
" Paul \" Boinciel \" Clempson " ,
" Cyan Helkaraxe " ,
2014-04-14 05:14:58 +00:00
" Kepa \" Nev3r \" Iceta " ,
2017-01-15 19:23:25 +00:00
" Iestyn \" Monster Iestyn \" Jealous " ,
2014-03-15 16:59:03 +00:00
" Jarel \" Arrow \" Jones " ,
" Stefan \" Stuf \" Rimalia " ,
2016-02-27 20:13:49 +00:00
" Shane Mychal Sexton " ,
2014-11-12 00:55:07 +00:00
" \" Spazzo \" " ,
2014-03-15 16:59:03 +00:00
" David \" Big Wave Dave \" Spencer Sr. " ,
" David \" Instant Sonic \" Spencer Jr. " ,
2014-11-12 00:55:07 +00:00
" \" SSNTails \" " ,
2014-03-15 16:59:03 +00:00
" " ,
" \1 Level Design " ,
" Matthew \" Fawfulfan \" Chapman " ,
" Paul \" Boinciel \" Clempson " ,
" Desmond \" Blade \" DesJardins " ,
" Sherman \" CoatRack \" DesJardins " ,
" Ben \" Mystic \" Geyer " ,
" Nathan \" Jazz \" Giroux " ,
2016-02-27 20:13:49 +00:00
" Vivian \" toaster \" Grannell " ,
2014-03-15 16:59:03 +00:00
" Dan \" Blitzzo \" Hagerstrand " ,
2014-04-14 05:14:58 +00:00
" Kepa \" Nev3r \" Iceta " ,
2014-03-15 16:59:03 +00:00
" Thomas \" Shadow Hog \" Igoe " ,
2018-03-14 16:55:33 +00:00
" \" Kaito Sinclaire \" " ,
2018-11-22 04:48:17 +00:00
" Wessel \" sphere \" Smit " ,
2014-11-12 00:55:07 +00:00
" \" Spazzo \" " ,
" \" SSNTails \" " ,
2014-03-15 16:59:03 +00:00
" Rob Tisdell " ,
2019-01-07 08:41:25 +00:00
" \" Torgo \" " ,
2014-03-15 16:59:03 +00:00
" Jarrett \" JEV3 \" Voight " ,
" Johnny \" Sonikku \" Wallbank " ,
2018-11-22 04:48:17 +00:00
" Marco \" mazmazz \" Zafra " ,
2014-03-15 16:59:03 +00:00
" " ,
2014-11-12 00:55:07 +00:00
" \1 Boss Design " ,
" Ben \" Mystic \" Geyer " ,
2019-07-08 12:35:15 +00:00
" Vivian \" toaster \" Grannell " ,
2014-11-12 00:55:07 +00:00
" Thomas \" Shadow Hog \" Igoe " ,
" John \" JTE \" Muniz " ,
" Samuel \" Prime 2.0 \" Peters " ,
" \" SSNTails \" " ,
" Johnny \" Sonikku \" Wallbank " ,
" " ,
2014-03-15 16:59:03 +00:00
" \1 Testing " ,
" 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 " ,
" " ,
" \1 Special Thanks " ,
" iD Software " ,
2018-12-21 16:40:35 +00:00
" Doom Legacy Project " ,
2014-03-15 16:59:03 +00:00
" FreeDoom Project " , // Used some of the mancubus and rocket launcher sprites for Brak
2018-12-21 16:40:35 +00:00
" Alex \" MistaED \" Fuller " ,
" Pascal \" CodeImp \" vd Heiden " , // Doom Builder developer
2016-02-27 20:13:49 +00:00
" Randi Heit (<!>) " , // For their MSPaint <!> sprite that we nicked
2018-12-20 22:27:25 +00:00
" Simon \" sirjuddington \" Judd " , // SLADE developer
2018-12-23 04:41:43 +00:00
// Acknowledged here are the following:
2018-12-23 19:36:23 +00:00
// Minor merge request authors, see guideline above
2019-07-28 10:40:19 +00:00
// - Golden - Expanded thin font
// Creators of small quantities of sprite/texture assets
// - Arietty - New Green Hill-styled textures
// - Scizor300 - the only other contributor to the 2.0 SRB2 Asset Pack
2018-12-23 04:41:43 +00:00
" SRB2 Community Contributors " ,
2014-11-12 00:55:07 +00:00
" " ,
" \1 Produced By " ,
" Sonic Team Junior " ,
" " ,
" \1 Published By " ,
" A 28K dialup modem " ,
2014-03-15 16:59:03 +00:00
" " ,
" \1 Thank you " ,
" \1 for 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
2017-08-20 22:18:47 +00:00
if ( ( ! modifiedgame | | savemoddata ) & & ! ( netgame | | multiplayer ) & & cursaveslot > 0 )
2014-03-15 16:59:03 +00:00
G_SaveGame ( ( UINT32 ) cursaveslot ) ;
if ( creditscutscene )
{
F_StartCustomCutscene ( creditscutscene - 1 , false , false ) ;
return ;
}
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
S_StopMusic ( ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
S_StopSounds ( ) ;
2014-03-15 16:59:03 +00:00
2016-02-04 09:17:27 +00:00
S_ChangeMusicInternal ( " _creds " , false ) ;
2014-03-15 16:59:03 +00:00
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 pictures first
for ( i = 0 ; credits_pics [ i ] . patch ; i + + )
V_DrawSciencePatch ( credits_pics [ i ] . x < < FRACBITS , ( credits_pics [ i ] . y < < FRACBITS ) - 4 * ( animtimer < < FRACBITS ) / 5 , 0 , W_CachePatchName ( credits_pics [ i ] . patch , PU_CACHE ) , FRACUNIT > > 1 ) ;
2018-11-23 01:08:02 +00:00
// Dim the background
2019-01-07 20:43:58 +00:00
V_DrawFadeScreen ( 0xFF00 , 16 ) ;
2018-11-23 01:08:02 +00:00
2014-03-15 16:59:03 +00:00
// 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 ( FixedMul ( y , vid . dupy ) > vid . height )
break ;
}
2019-03-25 21:35:04 +00:00
}
void F_CreditTicker ( void )
{
// "Simulate" the drawing of the credits so that dedicated mode doesn't get stuck
UINT16 i ;
fixed_t y = ( 80 < < FRACBITS ) - 5 * ( animtimer < < FRACBITS ) / 8 ;
2014-03-15 16:59:03 +00:00
2019-03-25 21:35:04 +00:00
// Draw credits text on top
for ( i = 0 ; credits [ i ] ; i + + )
{
switch ( credits [ i ] [ 0 ] )
{
case 0 : y + = 80 < < FRACBITS ; break ;
case 1 : y + = 30 < < FRACBITS ; break ;
default : y + = 12 < < FRACBITS ; break ;
}
if ( FixedMul ( y , vid . dupy ) > vid . height )
break ;
}
// Do this here rather than in the drawer you doofus! (this is why dedicated mode broke at credits)
2014-03-15 16:59:03 +00:00
if ( ! credits [ i ] & & y < = 120 < < FRACBITS & & ! finalecount )
{
timetonext = 5 * TICRATE + 1 ;
finalecount = 5 * TICRATE ;
}
if ( timetonext )
timetonext - - ;
else
animtimer + + ;
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 ;
}
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( ! ( timesBeaten ) & & ! ( netgame | | multiplayer ) & & ! cv_debug )
2014-03-15 16:59:03 +00:00
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
// ============
2019-07-28 10:40:19 +00:00
# define SPARKLLOOPTIME 7 // must be odd
2014-03-15 16:59:03 +00:00
void F_StartGameEvaluation ( void )
{
// Credits option in secrets menu
2017-08-20 22:18:47 +00:00
if ( cursaveslot = = - 1 )
2014-03-15 16:59:03 +00:00
{
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!
2017-08-20 22:18:47 +00:00
if ( ( ! modifiedgame | | savemoddata ) & & ! ( netgame | | multiplayer ) & & cursaveslot > 0 )
2014-03-15 16:59:03 +00:00
G_SaveGame ( ( UINT32 ) cursaveslot ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
goodending = ( ALL7EMERALDS ( emeralds ) ) ;
2014-03-15 16:59:03 +00:00
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
finalecount = - 1 ;
2019-07-28 10:40:19 +00:00
sparklloop = 0 ;
2014-03-15 16:59:03 +00:00
}
void F_GameEvaluationDrawer ( void )
{
INT32 x , y , i ;
angle_t fa ;
INT32 eemeralds_cur ;
char patchname [ 7 ] = " CEMGx0 " ;
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
// Draw all the good crap here.
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( goodending )
2014-03-15 16:59:03 +00:00
V_DrawString ( 114 , 16 , 0 , " GOT THEM ALL! " ) ;
else
V_DrawString ( 124 , 16 , 0 , " TRY AGAIN! " ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( finalecount > 0 )
2014-03-15 16:59:03 +00:00
{
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
INT32 scale = FRACUNIT ;
patch_t * rockpat ;
UINT8 * colormap [ 2 ] = { NULL , NULL } ;
patch_t * glow ;
INT32 trans = 0 ;
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
x = ( ( ( BASEVIDWIDTH - 82 ) / 2 ) + 11 ) < < FRACBITS ;
y = ( ( ( BASEVIDHEIGHT - 82 ) / 2 ) + 12 ) < < FRACBITS ;
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( finalecount < 5 )
2014-03-15 16:59:03 +00:00
{
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
scale = ( finalecount < < ( FRACBITS - 2 ) ) ;
x + = ( 30 * ( FRACUNIT - scale ) ) ;
y + = ( 30 * ( FRACUNIT - scale ) ) ;
}
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( goodending )
{
2019-07-28 09:41:00 +00:00
rockpat = W_CachePatchName ( va ( " ROID00%.2d " , 34 - ( finalecount % 35 ) ) , PU_LEVEL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
glow = W_CachePatchName ( va ( " ENDGLOW%.1d " , 2 + ( finalecount & 1 ) ) , PU_LEVEL ) ;
2019-07-28 09:41:00 +00:00
x - = FRACUNIT ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
else
{
rockpat = W_CachePatchName ( " ROID0000 " , PU_LEVEL ) ;
glow = W_CachePatchName ( va ( " ENDGLOW%.1d " , ( finalecount & 1 ) ) , PU_LEVEL ) ;
}
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( finalecount > = 5 )
trans = ( finalecount - 5 ) > > 1 ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , glow , NULL ) ;
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
trans = ( 15 - finalecount ) ;
if ( trans < 0 )
trans = - trans ;
2014-03-15 16:59:03 +00:00
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( finalecount < 15 )
colormap [ 0 ] = R_GetTranslationColormap ( TC_ALLWHITE , 0 , GTC_CACHE ) ;
V_DrawFixedPatch ( x , y , scale , 0 , rockpat , colormap [ 0 ] ) ;
if ( trans < 10 )
{
colormap [ 1 ] = R_GetTranslationColormap ( TC_BLINK , SKINCOLOR_AQUA , GTC_CACHE ) ;
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , rockpat , colormap [ 1 ] ) ;
2014-03-15 16:59:03 +00:00
}
2019-07-28 10:40:19 +00:00
if ( goodending )
{
INT32 j = ( sparklloop & 1 ) ? 2 : 3 ;
if ( j > ( finalecount / SPARKLLOOPTIME ) )
j = ( finalecount / SPARKLLOOPTIME ) ;
while ( j )
{
if ( j > 1 | | sparklloop > = 2 )
{
// if j == 0 - alternate between 0 and 1
// 1 - 1 and 2
// 2 - 2 and not rendered
V_DrawFixedPatch ( x + sparkloffs [ j - 1 ] [ 0 ] , y + sparkloffs [ j - 1 ] [ 1 ] , FRACUNIT , 0 , W_CachePatchName ( va ( " ENDSPKL%.1d " , ( j - ( ( sparklloop & 1 ) ? 0 : 1 ) ) ) , PU_LEVEL ) , R_GetTranslationColormap ( TC_DEFAULT , SKINCOLOR_AQUA , GTC_CACHE ) ) ;
}
j - - ;
}
}
else
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
{
patch_t * eggrock = W_CachePatchName ( " ENDEGRK5 " , PU_LEVEL ) ;
V_DrawFixedPatch ( x , y , scale , 0 , eggrock , colormap [ 0 ] ) ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , eggrock , colormap [ 1 ] ) ;
else if ( sparklloop )
V_DrawFixedPatch ( x , y , scale , ( 10 - sparklloop ) < < V_ALPHASHIFT ,
W_CachePatchName ( " ENDEGRK0 " , PU_LEVEL ) , colormap [ 1 ] ) ;
}
}
2019-07-28 13:59:42 +00:00
eemeralds_cur = ( finalecount % 360 ) < < FRACBITS ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
for ( i = 0 ; i < 7 ; + + i )
{
2019-07-28 13:59:42 +00:00
fa = ( FixedAngle ( eemeralds_cur ) > > ANGLETOFINESHIFT ) & FINEMASK ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
x = ( BASEVIDWIDTH < < ( FRACBITS - 1 ) ) + ( 60 * FINECOSINE ( fa ) ) ;
y = ( ( BASEVIDHEIGHT + 16 ) < < ( FRACBITS - 1 ) ) + ( 60 * FINESINE ( fa ) ) ;
2019-07-28 13:59:42 +00:00
eemeralds_cur + = ( 360 < < FRACBITS ) / 7 ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
patchname [ 4 ] = ' A ' + ( char ) i ;
2019-07-28 10:40:19 +00:00
V_DrawFixedPatch ( x , y , FRACUNIT , ( ( emeralds & ( 1 < < i ) ) ? 0 : V_80TRANS ) , W_CachePatchName ( patchname , PU_LEVEL ) , NULL ) ;
2014-03-15 16:59:03 +00:00
}
if ( finalecount > = 5 * TICRATE )
{
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 \n awarded in \n single player! " ) ;
else
V_DrawString ( 8 , 96 , V_YELLOWMAP , " Prizes not \n awarded in \n modified games! " ) ;
}
}
void F_GameEvaluationTicker ( void )
{
finalecount + + ;
2019-07-28 10:40:19 +00:00
if ( goodending )
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
{
2019-07-28 10:40:19 +00:00
if ( + + sparklloop = = SPARKLLOOPTIME ) // time to roll the randomisation again
{
angle_t workingangle = FixedAngle ( ( M_RandomKey ( 360 ) ) < < FRACBITS ) > > ANGLETOFINESHIFT ;
fixed_t workingradius = M_RandomKey ( 26 ) ;
sparkloffs [ 2 ] [ 0 ] = sparkloffs [ 1 ] [ 0 ] ;
sparkloffs [ 2 ] [ 1 ] = sparkloffs [ 1 ] [ 1 ] ;
sparkloffs [ 1 ] [ 0 ] = sparkloffs [ 0 ] [ 0 ] ;
sparkloffs [ 1 ] [ 1 ] = sparkloffs [ 0 ] [ 1 ] ;
sparkloffs [ 0 ] [ 0 ] = ( 30 < < FRACBITS ) + workingradius * FINECOSINE ( workingangle ) ;
sparkloffs [ 0 ] [ 1 ] = ( 30 < < FRACBITS ) + workingradius * FINESINE ( workingangle ) ;
sparklloop = 0 ;
}
}
else
{
if ( sparklloop )
sparklloop - - ;
if ( finalecount = = ( 5 * TICRATE ) / 2
| | finalecount = = ( 7 * TICRATE ) / 2
| | finalecount = = ( ( 7 * TICRATE ) / 2 ) + 5 )
{
S_StartSound ( NULL , sfx_s3k5c ) ;
sparklloop = 10 ;
}
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
if ( finalecount = = 5 * TICRATE )
{
if ( ( ! modifiedgame | | savemoddata ) & & ! ( netgame | | multiplayer ) )
{
+ + timesBeaten ;
if ( ALL7EMERALDS ( emeralds ) )
+ + timesBeatenWithEmeralds ;
if ( ultimatemode )
+ + timesBeatenUltimate ;
if ( M_UpdateUnlockablesAndExtraEmblems ( ) )
S_StartSound ( NULL , sfx_s3k68 ) ;
G_SaveGameData ( ) ;
}
}
2014-03-15 16:59:03 +00:00
if ( finalecount > 10 * TICRATE )
F_StartGameEnd ( ) ;
}
2019-07-28 10:40:19 +00:00
# undef SPARKLLOOPTIME
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
// ==========
// ENDING
// ==========
2019-07-28 10:40:19 +00:00
# define SPARKLLOOPTIME 15 // must be odd
# define INFLECTIONPOINT (6*TICRATE)
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
void F_StartEnding ( void )
{
G_SetGamestate ( GS_ENDING ) ;
wipetypepost = INT16_MAX ;
// Just in case they're open ... somehow
M_ClearMenus ( true ) ;
// Save before the credits sequence.
if ( ( ! modifiedgame | | savemoddata ) & & ! ( netgame | | multiplayer ) & & cursaveslot > 0 )
G_SaveGame ( ( UINT32 ) cursaveslot ) ;
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
S_StopMusic ( ) ; // todo: placeholder
S_StopSounds ( ) ;
finalecount = - 10 ; // what? this totally isn't a hack. why are you asking?
2019-07-28 10:40:19 +00:00
memset ( sparkloffs , 0 , sizeof ( INT32 ) * 3 * 2 ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
sparklloop = 0 ;
endbrdr [ 1 ] = W_CachePatchName ( " ENDBRDR1 " , PU_LEVEL ) ;
endegrk [ 0 ] = W_CachePatchName ( " ENDEGRK0 " , PU_LEVEL ) ;
endegrk [ 1 ] = W_CachePatchName ( " ENDEGRK1 " , PU_LEVEL ) ;
endglow [ 0 ] = W_CachePatchName ( " ENDGLOW0 " , PU_LEVEL ) ;
endglow [ 1 ] = W_CachePatchName ( " ENDGLOW1 " , PU_LEVEL ) ;
endbgsp [ 0 ] = W_CachePatchName ( " ENDBGSP0 " , PU_LEVEL ) ;
endbgsp [ 1 ] = W_CachePatchName ( " ENDBGSP1 " , PU_LEVEL ) ;
endbgsp [ 2 ] = W_CachePatchName ( " ENDBGSP2 " , PU_LEVEL ) ;
endspkl [ 0 ] = W_CachePatchName ( " ENDSPKL0 " , PU_LEVEL ) ;
endspkl [ 1 ] = W_CachePatchName ( " ENDSPKL1 " , PU_LEVEL ) ;
endspkl [ 2 ] = W_CachePatchName ( " ENDSPKL2 " , PU_LEVEL ) ;
endxpld [ 0 ] = W_CachePatchName ( " ENDXPLD0 " , PU_LEVEL ) ;
endxpld [ 1 ] = W_CachePatchName ( " ENDXPLD1 " , PU_LEVEL ) ;
endxpld [ 2 ] = W_CachePatchName ( " ENDXPLD2 " , PU_LEVEL ) ;
endxpld [ 3 ] = W_CachePatchName ( " ENDXPLD3 " , PU_LEVEL ) ;
// so we only need to check once
if ( ( goodending = ALL7EMERALDS ( emeralds ) ) )
{
UINT8 skinnum = players [ consoleplayer ] . skin ;
spritedef_t * sprdef ;
spriteframe_t * sprframe ;
if ( skins [ skinnum ] . sprites [ SPR2_XTRA ] . numframes > = 5 )
{
sprdef = & skins [ skinnum ] . sprites [ SPR2_XTRA ] ;
// character head, skin specific
sprframe = & sprdef - > spriteframes [ 2 ] ;
endfwrk [ 0 ] = W_CachePatchNum ( sprframe - > lumppat [ 0 ] , PU_LEVEL ) ;
sprframe = & sprdef - > spriteframes [ 3 ] ;
endfwrk [ 1 ] = W_CachePatchNum ( sprframe - > lumppat [ 0 ] , PU_LEVEL ) ;
sprframe = & sprdef - > spriteframes [ 4 ] ;
endfwrk [ 2 ] = W_CachePatchNum ( sprframe - > lumppat [ 0 ] , PU_LEVEL ) ;
}
else // eh, yknow what? too lazy to put MISSINGs here. eggman wins if you don't give your character an ending firework display.
{
endfwrk [ 0 ] = W_CachePatchName ( " ENDFWRK0 " , PU_LEVEL ) ;
endfwrk [ 1 ] = W_CachePatchName ( " ENDFWRK1 " , PU_LEVEL ) ;
endfwrk [ 2 ] = W_CachePatchName ( " ENDFWRK2 " , PU_LEVEL ) ;
}
endbrdr [ 0 ] = W_CachePatchName ( " ENDBRDR2 " , PU_LEVEL ) ;
}
else
{
// eggman, skin nonspecific
endfwrk [ 0 ] = W_CachePatchName ( " ENDFWRK0 " , PU_LEVEL ) ;
endfwrk [ 1 ] = W_CachePatchName ( " ENDFWRK1 " , PU_LEVEL ) ;
endfwrk [ 2 ] = W_CachePatchName ( " ENDFWRK2 " , PU_LEVEL ) ;
endbrdr [ 0 ] = W_CachePatchName ( " ENDBRDR0 " , PU_LEVEL ) ;
}
}
void F_EndingTicker ( void )
{
angle_t workingangle ;
fixed_t workingradius ;
if ( + + finalecount = = INFLECTIONPOINT & & goodending ) // time to swap some assets
{
endegrk [ 0 ] = W_CachePatchName ( " ENDEGRK2 " , PU_LEVEL ) ;
endegrk [ 1 ] = W_CachePatchName ( " ENDEGRK3 " , PU_LEVEL ) ;
endglow [ 0 ] = W_CachePatchName ( " ENDGLOW2 " , PU_LEVEL ) ;
endglow [ 1 ] = W_CachePatchName ( " ENDGLOW3 " , PU_LEVEL ) ;
endxpld [ 0 ] = W_CachePatchName ( " ENDEGRK4 " , PU_LEVEL ) ;
}
if ( + + sparklloop = = SPARKLLOOPTIME ) // time to roll the randomisation again
{
sparklloop = 0 ;
workingangle = FixedAngle ( ( M_RandomRange ( - 170 , 80 ) ) < < FRACBITS ) > > ANGLETOFINESHIFT ;
workingradius = M_RandomKey ( 26 ) ;
2019-07-28 10:40:19 +00:00
sparkloffs [ 0 ] [ 0 ] = ( 30 < < FRACBITS ) + workingradius * FINECOSINE ( workingangle ) ;
sparkloffs [ 0 ] [ 1 ] = ( 30 < < FRACBITS ) + workingradius * FINESINE ( workingangle ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
if ( finalecount > INFLECTIONPOINT * 2 )
{
F_StartCredits ( ) ;
wipetypepre = INT16_MAX ;
}
}
void F_EndingDrawer ( void )
{
INT32 x , y , i , j , parallaxticker ;
patch_t * rockpat ;
if ( ! goodending | | finalecount < INFLECTIONPOINT )
rockpat = W_CachePatchName ( " ROID0000 " , PU_LEVEL ) ;
else
2019-07-28 09:41:00 +00:00
rockpat = W_CachePatchName ( va ( " ROID00%.2d " , 34 - ( ( finalecount - INFLECTIONPOINT ) % 35 ) ) , PU_LEVEL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , 31 ) ;
parallaxticker = finalecount - INFLECTIONPOINT ;
x = - ( ( parallaxticker * 20 ) < < FRACBITS ) / INFLECTIONPOINT ;
y = ( ( parallaxticker * 7 ) < < FRACBITS ) / INFLECTIONPOINT ;
i = ( ( ( BASEVIDWIDTH - 82 ) / 2 ) + 11 ) < < FRACBITS ;
j = ( ( ( BASEVIDHEIGHT - 82 ) / 2 ) + 12 ) < < FRACBITS ;
if ( finalecount < = - 10 )
;
else if ( finalecount < 0 )
V_DrawFadeFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 , 0 , 10 + finalecount ) ;
else if ( finalecount < = 20 )
{
V_DrawFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 ) ;
if ( finalecount & & finalecount < 20 )
{
INT32 trans = ( 10 - finalecount ) ;
if ( trans < 0 )
{
trans = - trans ;
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , 0 , endbrdr [ 0 ] ) ;
}
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , trans < < V_ALPHASHIFT , endbrdr [ 1 ] ) ;
}
else if ( finalecount = = 20 )
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , 0 , endbrdr [ 0 ] ) ;
}
else if ( goodending & & ( parallaxticker = = - 2 | | ! parallaxticker ) )
{
V_DrawFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 ) ;
V_DrawFixedPatch ( x + i , y + j , FRACUNIT , 0 , endegrk [ 0 ] ,
R_GetTranslationColormap ( TC_BLINK , SKINCOLOR_BLACK , GTC_CACHE ) ) ;
//V_DrawScaledPatch(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, 0, endbrdr[1]);
}
else if ( goodending & & parallaxticker = = - 1 )
{
V_DrawFixedPatch ( x + i , y + j , FRACUNIT , 0 , rockpat ,
R_GetTranslationColormap ( TC_ALLWHITE , 0 , GTC_CACHE ) ) ;
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , 0 , endbrdr [ 1 ] ) ;
}
else
{
boolean doexplosions = false ;
boolean borderstuff = false ;
INT32 tweakx = 0 , tweaky = 0 ;
2019-07-28 10:40:19 +00:00
if ( parallaxticker < 75 ) // f background's supposed to be visible
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
{
V_DrawFixedPatch ( - ( x / 10 ) , - ( y / 10 ) , FRACUNIT , 0 , endbgsp [ 0 ] , NULL ) ; // nebula
V_DrawFixedPatch ( - ( x / 5 ) , - ( y / 5 ) , FRACUNIT , 0 , endbgsp [ 1 ] , NULL ) ; // sun
V_DrawFixedPatch ( 0 , - ( y / 2 ) , FRACUNIT , 0 , endbgsp [ 2 ] , NULL ) ; // planet
if ( goodending & & parallaxticker > 0 ) // gunchedrock
{
2019-07-28 09:41:00 +00:00
INT32 scale = FRACUNIT + ( ( parallaxticker - 10 ) < < 7 ) ;
INT32 trans = parallaxticker > > 2 ;
UINT8 * colormap = R_GetTranslationColormap ( TC_RAINBOW , SKINCOLOR_JET , GTC_CACHE ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( parallaxticker < 10 )
{
tweakx = parallaxticker < < FRACBITS ;
tweaky = ( ( 7 * parallaxticker ) < < ( FRACBITS - 2 ) ) / 5 ;
}
else
{
tweakx = 10 < < FRACBITS ;
tweaky = 7 < < ( FRACBITS - 1 ) ;
}
i + = tweakx ;
j - = tweaky ;
x < < = 1 ;
y < < = 1 ;
// center detritrus
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( i - x , j - y , FRACUNIT , 0 , endegrk [ 0 ] , colormap ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( trans < 10 )
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( i - x , j - y , FRACUNIT , trans < < V_ALPHASHIFT , endegrk [ 0 ] , NULL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
// ring detritrus
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( ( 30 * ( FRACUNIT - scale ) ) + i - ( 2 * x ) , ( 30 * ( FRACUNIT - scale ) ) + j - ( 2 * y ) - ( ( 7 < < FRACBITS ) / 2 ) , scale , 0 , endegrk [ 1 ] , colormap ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( trans < 10 )
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( ( 30 * ( FRACUNIT - scale ) ) + i - ( 2 * x ) , ( 30 * ( FRACUNIT - scale ) ) + j - ( 2 * y ) , scale , trans < < V_ALPHASHIFT , endegrk [ 1 ] , NULL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
scale + = ( ( parallaxticker - 10 ) < < 7 ) ;
// shard detritrus
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( ( 30 * ( FRACUNIT - scale ) ) + i - ( x / 2 ) , ( 30 * ( FRACUNIT - scale ) ) + j - ( y / 2 ) - ( ( 7 < < FRACBITS ) / 2 ) , scale , 0 , endxpld [ 0 ] , colormap ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( trans < 10 )
2019-07-28 09:41:00 +00:00
V_DrawFixedPatch ( ( 30 * ( FRACUNIT - scale ) ) + i - ( x / 2 ) , ( 30 * ( FRACUNIT - scale ) ) + j - ( y / 2 ) , scale , trans < < V_ALPHASHIFT , endxpld [ 0 ] , NULL ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
}
else if ( goodending )
{
tweakx = 10 < < FRACBITS ;
tweaky = 7 < < ( FRACBITS - 1 ) ;
i + = tweakx ;
j + = tweaky ;
x < < = 1 ;
y < < = 1 ;
}
if ( goodending & & parallaxticker > 0 )
{
i - = ( 3 + ( tweakx < < 1 ) ) ;
j + = tweaky < < 2 ;
}
2019-07-28 10:40:19 +00:00
if ( parallaxticker < = 70 ) // eggrock/blackrock
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
{
INT32 trans ;
fixed_t scale = FRACUNIT ;
UINT8 * colormap [ 2 ] = { NULL , NULL } ;
x + = i ;
y + = j ;
if ( parallaxticker > 66 )
{
scale = ( ( 70 - parallaxticker ) < < ( FRACBITS - 2 ) ) ;
x + = ( 30 * ( FRACUNIT - scale ) ) ;
y + = ( 30 * ( FRACUNIT - scale ) ) ;
}
else if ( ( parallaxticker > 60 ) | | ( goodending & & parallaxticker > 0 ) )
;
else
{
doexplosions = true ;
if ( ! sparklloop )
{
2019-07-28 10:40:19 +00:00
x + = ( ( sparkloffs [ 0 ] [ 0 ] < 30 < < FRACBITS ) ? FRACUNIT : - FRACUNIT ) ;
y + = ( ( sparkloffs [ 0 ] [ 1 ] < 30 < < FRACBITS ) ? FRACUNIT : - FRACUNIT ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
}
if ( goodending & & finalecount > INFLECTIONPOINT )
parallaxticker - = 40 ;
if ( ( - parallaxticker / 4 ) < 5 )
{
trans = ( - parallaxticker / 4 ) + 5 ;
if ( trans < 0 )
trans = 0 ;
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , endglow [ ( finalecount & 1 ) ? 0 : 1 ] , NULL ) ;
}
if ( goodending & & finalecount > INFLECTIONPOINT )
{
if ( finalecount < INFLECTIONPOINT + 10 )
V_DrawFadeFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 , 0 , INFLECTIONPOINT + 10 - finalecount ) ;
parallaxticker - = 30 ;
}
if ( ( parallaxticker / 2 ) > - 15 )
colormap [ 0 ] = R_GetTranslationColormap ( TC_ALLWHITE , 0 , GTC_CACHE ) ;
V_DrawFixedPatch ( x , y , scale , 0 , rockpat , colormap [ 0 ] ) ;
if ( ( parallaxticker / 2 ) > - 25 )
{
trans = ( parallaxticker / 2 ) + 15 ;
if ( trans < 0 )
trans = - trans ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , rockpat ,
R_GetTranslationColormap ( TC_BLINK , SKINCOLOR_AQUA , GTC_CACHE ) ) ;
}
if ( goodending & & finalecount > INFLECTIONPOINT )
{
if ( finalecount < INFLECTIONPOINT + 10 )
V_DrawFixedPatch ( x , y , scale , ( finalecount - INFLECTIONPOINT ) < < V_ALPHASHIFT , rockpat ,
R_GetTranslationColormap ( TC_BLINK , SKINCOLOR_BLACK , GTC_CACHE ) ) ;
}
else
{
if ( ( - parallaxticker / 2 ) < - 5 )
colormap [ 1 ] = R_GetTranslationColormap ( TC_ALLWHITE , 0 , GTC_CACHE ) ;
V_DrawFixedPatch ( x , y , scale , 0 , endegrk [ 0 ] , colormap [ 1 ] ) ;
if ( ( - parallaxticker / 2 ) < 5 )
{
trans = ( - parallaxticker / 2 ) + 5 ;
if ( trans < 0 )
trans = - trans ;
if ( trans < 10 )
V_DrawFixedPatch ( x , y , scale , trans < < V_ALPHASHIFT , endegrk [ 1 ] , NULL ) ;
}
}
}
2019-07-28 10:40:19 +00:00
else // firework
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
{
fixed_t scale = FRACUNIT ;
INT32 frame ;
UINT8 * colormap = NULL ;
parallaxticker - = 70 ;
x + = ( ( BASEVIDWIDTH - 3 ) < < ( FRACBITS - 1 ) ) - tweakx ;
y + = ( BASEVIDHEIGHT < < ( FRACBITS - 1 ) ) + tweaky ;
borderstuff = true ;
if ( parallaxticker < 5 )
{
scale = ( parallaxticker < < FRACBITS ) / 4 ;
V_DrawFadeFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 , 31 , parallaxticker * 2 ) ;
}
else
scale + = ( parallaxticker - 4 ) < < 5 ;
if ( goodending )
colormap = R_GetTranslationColormap ( players [ consoleplayer ] . skin , players [ consoleplayer ] . skincolor , GTC_CACHE ) ;
if ( ( frame = ( ( parallaxticker & 1 ) ? 1 : 0 ) + ( parallaxticker / TICRATE ) ) < 3 )
V_DrawFixedPatch ( x , y , scale , 0 , endfwrk [ frame ] , colormap ) ;
}
2019-07-28 10:40:19 +00:00
// explosions
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( sparklloop > = 3 & & doexplosions )
{
INT32 boomtime = parallaxticker - sparklloop ;
x = ( ( ( ( BASEVIDWIDTH - 82 ) / 2 ) + 11 ) < < FRACBITS ) - ( ( boomtime * 20 ) < < FRACBITS ) / INFLECTIONPOINT ;
y = ( ( ( ( BASEVIDHEIGHT - 82 ) / 2 ) + 12 ) < < FRACBITS ) + ( ( boomtime * 7 ) < < FRACBITS ) / INFLECTIONPOINT ;
2019-07-28 10:40:19 +00:00
V_DrawFixedPatch ( x + sparkloffs [ 0 ] [ 0 ] , y + sparkloffs [ 0 ] [ 1 ] ,
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
FRACUNIT , 0 , endxpld [ sparklloop / 4 ] , NULL ) ;
}
2019-07-28 10:40:19 +00:00
// initial fade
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( finalecount < 30 )
V_DrawFadeFill ( 24 , 24 , BASEVIDWIDTH - 48 , BASEVIDHEIGHT - 48 , 0 , 0 , 30 - finalecount ) ;
// border - only emeralds can exist outside it
{
INT32 trans = 0 ;
if ( borderstuff )
trans = ( 10 * parallaxticker ) / ( 3 * TICRATE ) ;
if ( trans < 10 )
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , trans < < V_ALPHASHIFT , endbrdr [ 0 ] ) ;
if ( borderstuff & & parallaxticker < 11 )
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , ( parallaxticker - 1 ) < < V_ALPHASHIFT , endbrdr [ 1 ] ) ;
else if ( goodending & & finalecount > INFLECTIONPOINT & & finalecount < INFLECTIONPOINT + 10 )
V_DrawScaledPatch ( BASEVIDWIDTH / 2 , BASEVIDHEIGHT / 2 , ( finalecount - INFLECTIONPOINT ) < < V_ALPHASHIFT , endbrdr [ 1 ] ) ;
}
2019-07-28 10:40:19 +00:00
// emeralds and emerald accessories
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
if ( goodending & & finalecount > = TICRATE & & finalecount < INFLECTIONPOINT )
{
INT32 workingtime = finalecount - TICRATE ;
2019-07-28 10:40:19 +00:00
fixed_t radius = ( ( vid . width / vid . dupx ) * ( INFLECTIONPOINT - TICRATE - workingtime ) ) / ( INFLECTIONPOINT - TICRATE ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
angle_t fa ;
INT32 eemeralds_cur [ 4 ] ;
char patchname [ 7 ] = " CEMGx0 " ;
2019-07-28 10:40:19 +00:00
radius < < = FRACBITS ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
for ( i = 0 ; i < 4 ; + + i )
{
if ( i = = 1 )
workingtime - = sparklloop ;
else if ( i )
workingtime - = SPARKLLOOPTIME ;
2019-07-28 13:59:42 +00:00
eemeralds_cur [ i ] = ( workingtime % 360 ) < < FRACBITS ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
}
2019-07-28 10:40:19 +00:00
// sparkles
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
for ( i = 0 ; i < 7 ; + + i )
{
UINT8 * colormap ;
skincolors_t col = SKINCOLOR_GREEN ;
switch ( i )
{
case 1 :
col = SKINCOLOR_MAGENTA ;
break ;
case 2 :
col = SKINCOLOR_BLUE ;
break ;
case 3 :
col = SKINCOLOR_SKY ;
break ;
case 4 :
col = SKINCOLOR_ORANGE ;
break ;
case 5 :
col = SKINCOLOR_RED ;
break ;
case 6 :
col = SKINCOLOR_GREY ;
default :
case 0 :
break ;
}
colormap = R_GetTranslationColormap ( TC_DEFAULT , col , GTC_CACHE ) ;
j = ( sparklloop & 1 ) ? 2 : 3 ;
while ( j )
{
2019-07-28 13:59:42 +00:00
fa = ( FixedAngle ( eemeralds_cur [ j ] ) > > ANGLETOFINESHIFT ) & FINEMASK ;
2019-07-28 10:40:19 +00:00
x = ( BASEVIDWIDTH < < ( FRACBITS - 1 ) ) + FixedMul ( FINECOSINE ( fa ) , radius ) ;
y = ( BASEVIDHEIGHT < < ( FRACBITS - 1 ) ) + FixedMul ( FINESINE ( fa ) , radius ) ;
2019-07-28 13:59:42 +00:00
eemeralds_cur [ j ] + = ( 360 < < FRACBITS ) / 7 ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
// if j == 0 - alternate between 0 and 1
// 1 - 1 and 2
// 2 - 2 and not rendered
V_DrawFixedPatch ( x , y , FRACUNIT , 0 , endspkl [ ( j - ( ( sparklloop & 1 ) ? 0 : 1 ) ) ] , colormap ) ;
j - - ;
}
}
2019-07-28 10:40:19 +00:00
// ...then emeralds themselves
for ( i = 0 ; i < 7 ; + + i )
{
2019-07-28 13:59:42 +00:00
fa = ( FixedAngle ( eemeralds_cur [ 0 ] ) > > ANGLETOFINESHIFT ) & FINEMASK ;
2019-07-28 10:40:19 +00:00
x = ( BASEVIDWIDTH < < ( FRACBITS - 1 ) ) + FixedMul ( FINECOSINE ( fa ) , radius ) ;
y = ( ( BASEVIDHEIGHT + 16 ) < < ( FRACBITS - 1 ) ) + FixedMul ( FINESINE ( fa ) , radius ) ;
2019-07-28 13:59:42 +00:00
eemeralds_cur [ 0 ] + = ( 360 < < FRACBITS ) / 7 ;
2019-07-28 10:40:19 +00:00
patchname [ 4 ] = ' A ' + ( char ) i ;
V_DrawFixedPatch ( x , y , FRACUNIT , 0 , W_CachePatchName ( patchname , PU_LEVEL ) , NULL ) ;
}
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
} // if (goodending...
} // (finalecount > 20)
// look, i make an ending for you last-minute, the least you could do is let me have this
if ( cv_soundtest . value = = 413 )
{
INT32 trans = 0 ;
boolean donttouch = false ;
const char * str ;
if ( goodending )
str = va ( " [S] %s: Engage. " , skins [ players [ consoleplayer ] . skin ] . realname ) ;
else
str = " [S] Eggman: Abscond. " ;
if ( finalecount < 10 )
trans = ( 10 - finalecount ) / 2 ;
else if ( finalecount > ( 2 * INFLECTIONPOINT ) - 20 )
{
trans = 10 + ( finalecount / 2 ) - INFLECTIONPOINT ;
donttouch = true ;
}
if ( trans ! = 10 )
{
2019-07-28 09:41:00 +00:00
//colset(linkmap, 164, 165, 169); -- the ideal purple colour to represent a clicked in-game link, but not worth it just for a soundtest-controlled secret
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
V_DrawCenteredString ( BASEVIDWIDTH / 2 , 8 , V_ALLOWLOWERCASE | ( trans < < V_ALPHASHIFT ) , str ) ;
V_DrawCharacter ( 32 , BASEVIDHEIGHT - 16 , ' > ' | ( trans < < V_ALPHASHIFT ) , false ) ;
V_DrawString ( 40 , ( ( finalecount = = ( 2 * INFLECTIONPOINT ) - ( 20 + TICRATE ) ) ? 1 : 0 ) + BASEVIDHEIGHT - 16 , ( ( timesBeaten | | finalecount > = ( 2 * INFLECTIONPOINT ) - TICRATE ) ? V_PURPLEMAP : V_BLUEMAP ) | ( trans < < V_ALPHASHIFT ) , " [S] ===> " ) ;
}
if ( finalecount > ( 2 * INFLECTIONPOINT ) - ( 20 + ( 2 * TICRATE ) ) )
{
INT32 trans2 = abs ( ( 5 * FINECOSINE ( ( FixedAngle ( ( finalecount * 5 ) < < FRACBITS ) > > ANGLETOFINESHIFT & FINEMASK ) ) ) > > FRACBITS ) + 2 ;
if ( ! donttouch )
{
trans = 10 + ( ( 2 * INFLECTIONPOINT ) - ( 20 + ( 2 * TICRATE ) ) ) - finalecount ;
if ( trans > trans2 )
trans2 = trans ;
}
else
trans2 + = 2 * trans ;
if ( trans2 < 10 )
V_DrawCharacter ( 26 , BASEVIDHEIGHT - 33 , ' \x1C ' | ( trans2 < < V_ALPHASHIFT ) , false ) ;
}
}
}
2019-07-28 10:40:19 +00:00
# undef SPARKLLOOPTIME
# undef INFLECTIONPOINT
2014-03-15 16:59:03 +00:00
// ==========
// GAME END
// ==========
void F_StartGameEnd ( void )
{
G_SetGamestate ( GS_GAMEEND ) ;
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
S_StopMusic ( ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
S_StopSounds ( ) ;
2014-03-15 16:59:03 +00:00
// In case menus are still up?!!
M_ClearMenus ( true ) ;
timetonext = TICRATE ;
}
//
// F_GameEndDrawer
//
void F_GameEndDrawer ( void )
{
2018-11-08 16:26:55 +00:00
// this function does nothing
2014-03-15 16:59:03 +00:00
}
//
// F_GameEndTicker
//
void F_GameEndTicker ( void )
{
if ( timetonext > 0 )
timetonext - - ;
else
D_StartTitle ( ) ;
}
// ==============
// TITLE SCREEN
// ==============
2018-11-25 20:08:12 +00:00
void F_InitMenuPresValues ( void )
{
menuanimtimer = 0 ;
prevMenuId = 0 ;
activeMenuId = MainDef . menuid ;
// Set defaults for presentation values
strncpy ( curbgname , " TITLESKY " , 8 ) ;
curfadevalue = 16 ;
curhidepics = hidetitlepics ;
curbgcolor = - 1 ;
curbgxspeed = titlescrollxspeed ;
curbgyspeed = titlescrollyspeed ;
2019-06-10 19:43:47 +00:00
curbghide = true ;
2018-11-25 20:08:12 +00:00
// Find current presentation values
M_SetMenuCurBackground ( ( gamestate = = GS_TIMEATTACK ) ? " SRB2BACK " : " TITLESKY " ) ;
M_SetMenuCurFadeValue ( 16 ) ;
M_SetMenuCurHideTitlePics ( ) ;
}
//
// F_SkyScroll
//
void F_SkyScroll ( INT32 scrollxspeed , INT32 scrollyspeed , const char * patchname )
{
INT32 xscrolled , x , xneg = ( scrollxspeed > 0 ) - ( scrollxspeed < 0 ) , tilex ;
INT32 yscrolled , y , yneg = ( scrollyspeed > 0 ) - ( scrollyspeed < 0 ) , tiley ;
boolean xispos = ( scrollxspeed > = 0 ) , yispos = ( scrollyspeed > = 0 ) ;
INT32 dupz = ( vid . dupx < vid . dupy ? vid . dupx : vid . dupy ) ;
INT16 patwidth , patheight ;
INT32 pw , ph ; // scaled by dupz
patch_t * pat ;
INT32 i , j ;
if ( rendermode = = render_none )
return ;
if ( ! patchname | | ! patchname [ 0 ] )
{
V_DrawFill ( 0 , 0 , vid . width , vid . height , 31 ) ;
return ;
}
if ( ! scrollxspeed & & ! scrollyspeed )
{
V_DrawPatchFill ( W_CachePatchName ( patchname , PU_CACHE ) ) ;
return ;
}
pat = W_CachePatchName ( patchname , PU_CACHE ) ;
patwidth = SHORT ( pat - > width ) ;
patheight = SHORT ( pat - > height ) ;
pw = patwidth * dupz ;
ph = patheight * dupz ;
tilex = max ( FixedCeil ( FixedDiv ( vid . width , pw ) ) > > FRACBITS , 1 ) + 2 ; // one tile on both sides of center
tiley = max ( FixedCeil ( FixedDiv ( vid . height , ph ) ) > > FRACBITS , 1 ) + 2 ;
xscrolltimer = ( ( menuanimtimer * scrollxspeed ) / 16 + patwidth * xneg ) % ( patwidth ) ;
yscrolltimer = ( ( menuanimtimer * scrollyspeed ) / 16 + patheight * yneg ) % ( patheight ) ;
// coordinate offsets
xscrolled = xscrolltimer * dupz ;
yscrolled = yscrolltimer * dupz ;
for ( x = ( xispos ) ? - pw * ( tilex - 1 ) + pw : 0 , i = 0 ;
i < tilex ;
x + = pw , i + + )
{
for ( y = ( yispos ) ? - ph * ( tiley - 1 ) + ph : 0 , j = 0 ;
j < tiley ;
y + = ph , j + + )
{
V_DrawScaledPatch (
( xispos ) ? xscrolled - x : x + xscrolled ,
( yispos ) ? yscrolled - y : y + yscrolled ,
V_NOSCALESTART , pat ) ;
}
}
W_UnlockCachedPatch ( pat ) ;
}
2018-11-18 06:53:18 +00:00
2014-03-15 16:59:03 +00:00
void F_StartTitleScreen ( void )
{
2018-11-25 20:08:12 +00:00
if ( menupres [ MN_MAIN ] . musname [ 0 ] )
S_ChangeMusic ( menupres [ MN_MAIN ] . musname , menupres [ MN_MAIN ] . mustrack , menupres [ MN_MAIN ] . muslooping ) ;
2018-11-16 19:34:28 +00:00
else
S_ChangeMusicInternal ( " _title " , looptitle ) ;
2017-05-09 10:09:58 +00:00
2014-03-15 16:59:03 +00:00
if ( gamestate ! = GS_TITLESCREEN & & gamestate ! = GS_WAITINGPLAYERS )
2018-11-17 21:32:30 +00:00
{
2014-03-15 16:59:03 +00:00
finalecount = 0 ;
2018-11-25 20:08:12 +00:00
wipetypepost = menupres [ MN_MAIN ] . enterwipe ;
2018-11-17 21:32:30 +00:00
}
2014-03-15 16:59:03 +00:00
else
wipegamestate = GS_TITLESCREEN ;
2017-04-18 21:23:23 +00:00
2017-04-18 21:36:54 +00:00
if ( titlemap )
{
2017-05-08 22:51:12 +00:00
mapthing_t * startpos ;
2017-03-28 16:54:54 +00:00
gamestate_t prevwipegamestate = wipegamestate ;
2017-05-09 10:09:58 +00:00
titlemapinaction = TITLEMAP_LOADING ;
2018-11-18 08:19:32 +00:00
titlemapcameraref = NULL ;
2017-04-18 21:36:54 +00:00
gamemap = titlemap ;
if ( ! mapheaderinfo [ gamemap - 1 ] )
P_AllocMapHeader ( gamemap - 1 ) ;
2017-04-04 02:12:53 +00:00
maptol = mapheaderinfo [ gamemap - 1 ] - > typeoflevel ;
globalweather = mapheaderinfo [ gamemap - 1 ] - > weather ;
2017-05-09 10:09:58 +00:00
G_DoLoadLevel ( true ) ;
if ( ! titlemap )
return ;
2017-04-18 21:36:54 +00:00
players [ displayplayer ] . playerstate = PST_DEAD ; // Don't spawn the player in dummy (I'm still a filthy cheater)
2017-04-04 02:12:53 +00:00
// Set Default Position
if ( playerstarts [ 0 ] )
startpos = playerstarts [ 0 ] ;
else if ( deathmatchstarts [ 0 ] )
startpos = deathmatchstarts [ 0 ] ;
else
startpos = NULL ;
if ( startpos )
{
camera . x = startpos - > x < < FRACBITS ;
camera . y = startpos - > y < < FRACBITS ;
camera . subsector = R_PointInSubsector ( camera . x , camera . y ) ;
camera . z = camera . subsector - > sector - > floorheight + ( ( startpos - > options > > ZSHIFT ) < < FRACBITS ) ;
camera . angle = ( startpos - > angle % 360 ) * ANG1 ;
camera . aiming = 0 ;
}
else
{
camera . x = camera . y = camera . z = camera . angle = camera . aiming = 0 ;
camera . subsector = NULL ; // toast is filthy too
}
2017-05-09 10:09:58 +00:00
2017-04-04 02:12:53 +00:00
camera . chase = true ;
camera . height = 0 ;
2018-11-17 21:32:30 +00:00
// Run enter linedef exec for MN_MAIN, since this is where we start
2018-11-25 20:08:12 +00:00
if ( menupres [ MN_MAIN ] . entertag )
P_LinedefExecute ( menupres [ MN_MAIN ] . entertag , players [ displayplayer ] . mo , NULL ) ;
2018-11-17 21:32:30 +00:00
2017-03-28 16:54:54 +00:00
wipegamestate = prevwipegamestate ;
2017-04-18 21:36:54 +00:00
}
else
{
2017-05-09 10:09:58 +00:00
titlemapinaction = TITLEMAP_OFF ;
2017-04-18 21:45:43 +00:00
gamemap = 1 ; // g_game.c
2017-04-18 21:36:54 +00:00
CON_ClearHUD ( ) ;
}
2014-03-15 16:59:03 +00:00
2017-04-18 21:45:43 +00:00
G_SetGamestate ( GS_TITLESCREEN ) ;
2014-03-15 16:59:03 +00:00
// IWAD dependent stuff.
2018-11-16 19:34:28 +00:00
animtimer = skullAnimCounter = 0 ;
2014-03-15 16:59:03 +00:00
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 )
{
2018-11-17 06:21:21 +00:00
boolean hidepics ;
2014-03-15 16:59:03 +00:00
if ( modeattacking )
return ; // We likely came here from retrying. Don't do a damn thing.
// Draw that sky!
2018-11-20 22:28:26 +00:00
if ( curbgcolor > = 0 )
V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , curbgcolor ) ;
2018-11-20 23:13:18 +00:00
else if ( ! curbghide | | ! titlemapinaction | | gamestate = = GS_WAITINGPLAYERS )
2018-11-25 20:08:12 +00:00
F_SkyScroll ( curbgxspeed , curbgyspeed , curbgname ) ;
2014-03-15 16:59:03 +00:00
2018-06-14 19:17:31 +00:00
// Don't draw outside of the title screen, or if the patch isn't there.
2014-03-15 16:59:03 +00:00
if ( ! ttwing | | ( gamestate ! = GS_TITLESCREEN & & gamestate ! = GS_WAITINGPLAYERS ) )
return ;
2017-04-18 21:36:54 +00:00
// rei|miru: use title pics?
2018-11-20 22:28:26 +00:00
hidepics = curhidepics ;
2018-11-17 06:21:21 +00:00
if ( hidepics )
2017-05-13 21:38:06 +00:00
# ifdef HAVE_BLUA
goto luahook ;
# else
2017-04-18 21:36:54 +00:00
return ;
2017-05-13 21:38:06 +00:00
# endif
2017-04-18 21:45:43 +00:00
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 ) ;
2014-03-15 16:59:03 +00:00
}
else
{
2017-04-18 21:45:43 +00:00
V_DrawScaledPatch ( 93 , 106 , 0 , ttsonic ) ;
if ( finalecount / 5 & 1 )
V_DrawScaledPatch ( 100 , 3 , 0 , ttswave1 ) ;
2014-03-15 16:59:03 +00:00
else
2017-04-18 21:45:43 +00:00
V_DrawScaledPatch ( 100 , 3 , 0 , ttswave2 ) ;
2017-04-18 21:36:54 +00:00
}
2017-04-18 21:45:43 +00:00
V_DrawScaledPatch ( 48 , 142 , 0 , ttbanner ) ;
2017-05-13 21:38:06 +00:00
# ifdef HAVE_BLUA
luahook :
LUAh_TitleHUD ( ) ;
# endif
2014-03-15 16:59:03 +00:00
}
2018-11-25 20:08:12 +00:00
// separate animation timer for backgrounds, since we also count
// during GS_TIMEATTACK
void F_MenuPresTicker ( boolean run )
{
if ( run )
menuanimtimer + + ;
}
2014-03-15 16:59:03 +00:00
// (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 ;
2017-04-20 21:15:57 +00:00
// Execute the titlemap camera settings
2017-05-08 22:51:12 +00:00
if ( titlemapinaction )
{
thinker_t * th ;
mobj_t * mo2 ;
mobj_t * cameraref = NULL ;
2017-04-20 21:15:57 +00:00
2018-11-18 06:53:18 +00:00
// If there's a Line 422 Switch Cut-Away view, don't force us.
if ( ! titlemapcameraref | | titlemapcameraref - > type ! = MT_ALTVIEWMAN )
2017-04-20 21:15:57 +00:00
{
2019-07-02 21:08:37 +00:00
for ( th = thlist [ THINK_MOBJ ] . next ; th ! = & thlist [ THINK_MOBJ ] ; th = th - > next )
2018-11-18 06:53:18 +00:00
{
2019-07-12 23:42:03 +00:00
if ( th - > function . acp1 = = ( actionf_p1 ) P_RemoveThinkerDelayed )
continue ;
2018-11-18 06:53:18 +00:00
mo2 = ( mobj_t * ) th ;
2017-04-20 21:15:57 +00:00
2018-11-18 06:53:18 +00:00
if ( ! mo2 )
continue ;
2017-04-20 23:18:07 +00:00
2018-11-18 06:53:18 +00:00
if ( mo2 - > type ! = MT_ALTVIEWMAN )
continue ;
2017-04-20 21:15:57 +00:00
2018-11-18 06:53:18 +00:00
cameraref = titlemapcameraref = mo2 ;
break ;
}
2017-04-20 21:15:57 +00:00
}
2018-11-18 06:53:18 +00:00
else
cameraref = titlemapcameraref ;
2017-04-20 21:15:57 +00:00
if ( cameraref )
{
camera . x = cameraref - > x ;
camera . y = cameraref - > y ;
camera . z = cameraref - > z ;
camera . angle = cameraref - > angle ;
camera . aiming = cameraref - > cusval ;
2017-04-20 23:36:57 +00:00
camera . subsector = cameraref - > subsector ;
2017-04-20 21:15:57 +00:00
}
else
{
// Default behavior: Do a lil' camera spin if a title map is loaded;
2018-11-16 19:34:28 +00:00
camera . angle + = titlescrollxspeed * ANG1 / 64 ;
2017-04-20 21:15:57 +00:00
}
2017-04-18 21:23:23 +00:00
}
2014-03-15 16:59:03 +00:00
// 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 ;
paused = false ;
CON_ToggleOff ( ) ;
// In case menus are still up?!!
M_ClearMenus ( true ) ;
2016-02-04 09:17:27 +00:00
S_ChangeMusicInternal ( " _conti " , false ) ;
2014-03-15 16:59:03 +00:00
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 ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
S_StartSound ( NULL , sfx_itemup ) ;
2014-03-15 16:59:03 +00:00
return true ;
}
// ==================
// CUSTOM CUTSCENES
// ==================
static INT32 scenenum , cutnum ;
2018-11-10 17:42:13 +00:00
static INT32 picxpos , picypos , picnum , pictime , picmode , numpics , pictoloop ;
2014-03-15 16:59:03 +00:00
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 ] ;
2016-01-08 03:48:20 +00:00
if ( cutscenes [ cutnum ] - > scene [ scenenum ] . musswitch [ 0 ] )
2018-09-18 14:22:17 +00:00
S_ChangeMusicEx ( cutscenes [ cutnum ] - > scene [ scenenum ] . musswitch ,
2016-01-08 03:48:20 +00:00
cutscenes [ cutnum ] - > scene [ scenenum ] . musswitchflags ,
2018-09-18 14:22:17 +00:00
cutscenes [ cutnum ] - > scene [ scenenum ] . musicloop ,
cutscenes [ cutnum ] - > scene [ scenenum ] . musswitchposition , 0 , 0 ) ;
2014-03-15 16:59:03 +00:00
// 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 )
{
2017-05-18 15:54:58 +00:00
cutsceneover = true ; // do this first, just in case G_EndGame or something wants to turn it back false later
2014-03-15 16:59:03 +00:00
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
2017-05-18 15:54:58 +00:00
G_EndGame ( ) ;
2014-03-15 16:59:03 +00:00
}
}
void F_StartCustomCutscene ( INT32 cutscenenum , boolean precutscene , boolean resetplayer )
{
if ( ! cutscenes [ cutscenenum ] )
return ;
G_SetGamestate ( GS_CUTSCENE ) ;
2018-06-14 19:17:31 +00:00
if ( wipegamestate = = GS_CUTSCENE )
wipegamestate = - 1 ;
2014-03-15 16:59:03 +00:00
gameaction = ga_nothing ;
paused = false ;
CON_ToggleOff ( ) ;
F_NewCutscene ( cutscenes [ cutscenenum ] - > scene [ 0 ] . text ) ;
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 ;
2016-01-08 03:48:20 +00:00
if ( cutscenes [ cutnum ] - > scene [ 0 ] . musswitch [ 0 ] )
2018-09-18 14:22:17 +00:00
S_ChangeMusicEx ( cutscenes [ cutnum ] - > scene [ 0 ] . musswitch ,
2016-01-08 03:48:20 +00:00
cutscenes [ cutnum ] - > scene [ 0 ] . musswitchflags ,
2018-09-18 14:22:17 +00:00
cutscenes [ cutnum ] - > scene [ 0 ] . musicloop ,
cutscenes [ cutnum ] - > scene [ scenenum ] . musswitchposition , 0 , 0 ) ;
2014-03-15 16:59:03 +00:00
else
S_StopMusic ( ) ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
S_StopSounds ( ) ;
2014-03-15 16:59:03 +00:00
}
//
// 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 ) ;
}
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-27 23:32:57 +00:00
V_DrawString ( textxpos , textypos , V_ALLOWLOWERCASE , cutscene_disptext ) ;
2014-03-15 16:59:03 +00:00
}
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 + + )
{
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if ( netgame & & i ! = serverplayer & & ! IsPlayerAdmin ( i ) )
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continue ;
if ( players [ i ] . cmd . buttons & BT_USE )
{
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 ;
}
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2018-11-03 17:06:05 +00:00
// ==================
// TEXT PROMPTS
// ==================
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static void F_GetPageTextGeometry ( UINT8 * pagelines , boolean * rightside , INT32 * boxh , INT32 * texth , INT32 * texty , INT32 * namey , INT32 * chevrony , INT32 * textx , INT32 * textr )
{
// reuse:
// cutnum -> promptnum
// scenenum -> pagenum
lumpnum_t iconlump = W_CheckNumForName ( textprompts [ cutnum ] - > page [ scenenum ] . iconname ) ;
* pagelines = textprompts [ cutnum ] - > page [ scenenum ] . lines ? textprompts [ cutnum ] - > page [ scenenum ] . lines : 4 ;
* rightside = ( iconlump ! = LUMPERROR & & textprompts [ cutnum ] - > page [ scenenum ] . rightside ) ;
// Vertical calculations
* boxh = * pagelines * 2 ;
* texth = textprompts [ cutnum ] - > page [ scenenum ] . name [ 0 ] ? ( * pagelines - 1 ) * 2 : * pagelines * 2 ; // name takes up first line if it exists
* texty = BASEVIDHEIGHT - ( ( * texth * 4 ) + ( * texth / 2 ) * 4 ) ;
* namey = BASEVIDHEIGHT - ( ( * boxh * 4 ) + ( * boxh / 2 ) * 4 ) ;
* chevrony = BASEVIDHEIGHT - ( ( ( 1 * 2 ) * 4 ) + ( ( 1 * 2 ) / 2 ) * 4 ) ; // force on last line
// Horizontal calculations
// Shift text to the right if we have a character icon on the left side
// Add 4 margin against icon
* textx = ( iconlump ! = LUMPERROR & & ! * rightside ) ? ( ( * boxh * 4 ) + ( * boxh / 2 ) * 4 ) + 4 : 4 ;
* textr = * rightside ? BASEVIDWIDTH - ( ( ( * boxh * 4 ) + ( * boxh / 2 ) * 4 ) + 4 ) : BASEVIDWIDTH - 4 ;
}
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static fixed_t F_GetPromptHideHudBound ( void )
{
UINT8 pagelines ;
boolean rightside ;
INT32 boxh , texth , texty , namey , chevrony ;
INT32 textx , textr ;
if ( cutnum = = INT32_MAX | | scenenum = = INT32_MAX | | ! textprompts [ cutnum ] | | scenenum > = textprompts [ cutnum ] - > numpages | |
! textprompts [ cutnum ] - > page [ scenenum ] . hidehud | |
( splitscreen & & textprompts [ cutnum ] - > page [ scenenum ] . hidehud ! = 2 ) ) // don't hide on splitscreen, unless hide all is forced
return 0 ;
else if ( textprompts [ cutnum ] - > page [ scenenum ] . hidehud = = 2 ) // hide all
return BASEVIDHEIGHT ;
F_GetPageTextGeometry ( & pagelines , & rightside , & boxh , & texth , & texty , & namey , & chevrony , & textx , & textr ) ;
// calc boxheight (see V_DrawPromptBack)
boxh * = vid . dupy ;
boxh = ( boxh * 4 ) + ( boxh / 2 ) * 5 ; // 4 lines of space plus gaps between and some leeway
// return a coordinate to check
// if negative: don't show hud elements below this coordinate (visually)
// if positive: don't show hud elements above this coordinate (visually)
return 0 - boxh ; // \todo: if prompt at top of screen (someday), make this return positive
}
boolean F_GetPromptHideHudAll ( void )
{
if ( cutnum = = INT32_MAX | | scenenum = = INT32_MAX | | ! textprompts [ cutnum ] | | scenenum > = textprompts [ cutnum ] - > numpages | |
! textprompts [ cutnum ] - > page [ scenenum ] . hidehud | |
( splitscreen & & textprompts [ cutnum ] - > page [ scenenum ] . hidehud ! = 2 ) ) // don't hide on splitscreen, unless hide all is forced
return false ;
else if ( textprompts [ cutnum ] - > page [ scenenum ] . hidehud = = 2 ) // hide all
return true ;
else
return false ;
}
boolean F_GetPromptHideHud ( fixed_t y )
{
INT32 ybound ;
boolean fromtop ;
fixed_t ytest ;
if ( ! promptactive )
return false ;
ybound = F_GetPromptHideHudBound ( ) ;
fromtop = ( ybound > = 0 ) ;
ytest = ( fromtop ? ybound : BASEVIDHEIGHT + ybound ) ;
return ( fromtop ? y < ytest : y > = ytest ) ; // true means hide
}
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static void F_PreparePageText ( char * pagetext )
{
UINT8 pagelines ;
boolean rightside ;
INT32 boxh , texth , texty , namey , chevrony ;
INT32 textx , textr ;
F_GetPageTextGeometry ( & pagelines , & rightside , & boxh , & texth , & texty , & namey , & chevrony , & textx , & textr ) ;
if ( promptpagetext )
Z_Free ( promptpagetext ) ;
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promptpagetext = ( pagetext & & pagetext [ 0 ] ) ? V_WordWrap ( textx , textr , 0 , pagetext ) : Z_StrDup ( " " ) ;
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F_NewCutscene ( promptpagetext ) ;
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cutscene_textspeed = textprompts [ cutnum ] - > page [ scenenum ] . textspeed ? textprompts [ cutnum ] - > page [ scenenum ] . textspeed : TICRATE / 5 ;
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cutscene_textcount = 0 ; // no delay in beginning
cutscene_boostspeed = 0 ; // don't print 8 characters to start
// \todo update control hot strings on re-config
// and somehow don't reset cutscene text counters
}
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static void F_AdvanceToNextPage ( void )
{
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INT32 nextprompt = textprompts [ cutnum ] - > page [ scenenum ] . nextprompt ? textprompts [ cutnum ] - > page [ scenenum ] . nextprompt - 1 : INT32_MAX ,
nextpage = textprompts [ cutnum ] - > page [ scenenum ] . nextpage ? textprompts [ cutnum ] - > page [ scenenum ] . nextpage - 1 : INT32_MAX ,
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oldcutnum = cutnum ;
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if ( textprompts [ cutnum ] - > page [ scenenum ] . nexttag [ 0 ] )
F_GetPromptPageByNamedTag ( textprompts [ cutnum ] - > page [ scenenum ] . nexttag , & nextprompt , & nextpage ) ;
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// determine next prompt
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if ( nextprompt ! = INT32_MAX )
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{
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if ( nextprompt < = MAX_PROMPTS & & textprompts [ nextprompt ] )
cutnum = nextprompt ;
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else
cutnum = INT32_MAX ;
}
// determine next page
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if ( nextpage ! = INT32_MAX )
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{
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if ( cutnum ! = INT32_MAX )
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{
scenenum = nextpage ;
if ( scenenum > = MAX_PAGES | | scenenum > textprompts [ cutnum ] - > numpages - 1 )
scenenum = INT32_MAX ;
}
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}
else
{
if ( cutnum ! = oldcutnum )
scenenum = 0 ;
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else if ( scenenum + 1 < MAX_PAGES & & scenenum < textprompts [ cutnum ] - > numpages - 1 )
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scenenum + + ;
else
scenenum = INT32_MAX ;
}
// close the prompt if either num is invalid
if ( cutnum = = INT32_MAX | | scenenum = = INT32_MAX )
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F_EndTextPrompt ( false , false ) ;
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else
{
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// on page mode, number of tics before allowing boost
// on timer mode, number of tics until page advances
timetonext = textprompts [ cutnum ] - > page [ scenenum ] . timetonext ? textprompts [ cutnum ] - > page [ scenenum ] . timetonext : TICRATE / 10 ;
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F_PreparePageText ( textprompts [ cutnum ] - > page [ scenenum ] . text ) ;
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// gfx
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picnum = textprompts [ cutnum ] - > page [ scenenum ] . pictostart ;
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numpics = textprompts [ cutnum ] - > page [ scenenum ] . numpics ;
picmode = textprompts [ cutnum ] - > page [ scenenum ] . picmode ;
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pictoloop = textprompts [ cutnum ] - > page [ scenenum ] . pictoloop > 0 ? textprompts [ cutnum ] - > page [ scenenum ] . pictoloop - 1 : 0 ;
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picxpos = textprompts [ cutnum ] - > page [ scenenum ] . xcoord [ picnum ] ;
picypos = textprompts [ cutnum ] - > page [ scenenum ] . ycoord [ picnum ] ;
animtimer = pictime = textprompts [ cutnum ] - > page [ scenenum ] . picduration [ picnum ] ;
// music change
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if ( textprompts [ cutnum ] - > page [ scenenum ] . musswitch [ 0 ] )
S_ChangeMusic ( textprompts [ cutnum ] - > page [ scenenum ] . musswitch ,
textprompts [ cutnum ] - > page [ scenenum ] . musswitchflags ,
textprompts [ cutnum ] - > page [ scenenum ] . musicloop ) ;
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}
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}
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void F_EndTextPrompt ( boolean forceexec , boolean noexec )
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{
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boolean promptwasactive = promptactive ;
promptactive = false ;
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callpromptnum = callpagenum = callplayer = INT32_MAX ;
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if ( promptwasactive )
{
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if ( promptmo & & promptmo - > player & & promptblockcontrols )
promptmo - > reactiontime = TICRATE / 4 ; // prevent jumping right away // \todo account freeze realtime for this)
// \todo reset frozen realtime?
}
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// \todo net safety, maybe loop all player thinkers?
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if ( ( promptwasactive | | forceexec ) & & ! noexec & & promptpostexectag )
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{
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if ( tmthing ) // edge case where starting an invalid prompt immediately on level load will make P_MapStart fail
P_LinedefExecute ( promptpostexectag , promptmo , NULL ) ;
else
{
P_MapStart ( ) ;
P_LinedefExecute ( promptpostexectag , promptmo , NULL ) ;
P_MapEnd ( ) ;
}
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}
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}
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void F_StartTextPrompt ( INT32 promptnum , INT32 pagenum , mobj_t * mo , UINT16 postexectag , boolean blockcontrols , boolean freezerealtime )
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{
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INT32 i ;
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// if splitscreen and we already have a prompt active, ignore.
// \todo Proper per-player splitscreen support (individual prompts)
if ( promptactive & & splitscreen & & promptnum = = callpromptnum & & pagenum = = callpagenum )
return ;
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// \todo proper netgame support
if ( netgame )
{
F_EndTextPrompt ( true , false ) ; // run the post-effects immediately
return ;
}
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// We share vars, so no starting text prompts over cutscenes or title screens!
keypressed = false ;
finalecount = 0 ;
timetonext = 0 ;
animtimer = 0 ;
stoptimer = 0 ;
skullAnimCounter = 0 ;
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// Set up state
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promptmo = mo ;
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promptpostexectag = postexectag ;
promptblockcontrols = blockcontrols ;
( void ) freezerealtime ; // \todo freeze player->realtime, maybe this needs to cycle through player thinkers
// Initialize current prompt and scene
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callpromptnum = promptnum ;
callpagenum = pagenum ;
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cutnum = ( promptnum < MAX_PROMPTS & & textprompts [ promptnum ] ) ? promptnum : INT32_MAX ;
scenenum = ( cutnum ! = INT32_MAX & & pagenum < MAX_PAGES & & pagenum < = textprompts [ cutnum ] - > numpages - 1 ) ? pagenum : INT32_MAX ;
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promptactive = ( cutnum ! = INT32_MAX & & scenenum ! = INT32_MAX ) ;
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if ( promptactive )
{
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// on page mode, number of tics before allowing boost
// on timer mode, number of tics until page advances
timetonext = textprompts [ cutnum ] - > page [ scenenum ] . timetonext ? textprompts [ cutnum ] - > page [ scenenum ] . timetonext : TICRATE / 10 ;
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F_PreparePageText ( textprompts [ cutnum ] - > page [ scenenum ] . text ) ;
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2018-11-10 17:42:13 +00:00
// gfx
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picnum = textprompts [ cutnum ] - > page [ scenenum ] . pictostart ;
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numpics = textprompts [ cutnum ] - > page [ scenenum ] . numpics ;
picmode = textprompts [ cutnum ] - > page [ scenenum ] . picmode ;
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pictoloop = textprompts [ cutnum ] - > page [ scenenum ] . pictoloop > 0 ? textprompts [ cutnum ] - > page [ scenenum ] . pictoloop - 1 : 0 ;
2018-11-10 17:42:13 +00:00
picxpos = textprompts [ cutnum ] - > page [ scenenum ] . xcoord [ picnum ] ;
picypos = textprompts [ cutnum ] - > page [ scenenum ] . ycoord [ picnum ] ;
animtimer = pictime = textprompts [ cutnum ] - > page [ scenenum ] . picduration [ picnum ] ;
// music change
2018-11-10 16:05:33 +00:00
if ( textprompts [ cutnum ] - > page [ scenenum ] . musswitch [ 0 ] )
S_ChangeMusic ( textprompts [ cutnum ] - > page [ scenenum ] . musswitch ,
textprompts [ cutnum ] - > page [ scenenum ] . musswitchflags ,
textprompts [ cutnum ] - > page [ scenenum ] . musicloop ) ;
2018-11-10 19:45:20 +00:00
// get the calling player
if ( promptblockcontrols & & mo & & mo - > player )
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( players [ i ] . mo = = mo )
{
callplayer = i ;
break ;
}
}
}
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}
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else
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F_EndTextPrompt ( true , false ) ; // run the post-effects immediately
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}
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static boolean F_GetTextPromptTutorialTag ( char * tag , INT32 length )
{
INT32 gcs = gcs_custom ;
boolean suffixed = true ;
if ( ! tag | | ! tag [ 0 ] | | ! tutorialmode )
return false ;
if ( ! strncmp ( tag , " TAM " , 3 ) ) // Movement
2018-11-13 04:31:10 +00:00
gcs = G_GetControlScheme ( gamecontrol , gcl_movement , num_gcl_movement ) ;
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else if ( ! strncmp ( tag , " TAC " , 3 ) ) // Camera
{
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// Check for gcl_movement so we can differentiate between FPS and Platform schemes.
gcs = G_GetControlScheme ( gamecontrol , gcl_movement , num_gcl_movement ) ;
if ( gcs = = gcs_custom ) // try again, maybe we'll get a match
gcs = G_GetControlScheme ( gamecontrol , gcl_camera , num_gcl_camera ) ;
2018-11-13 03:47:20 +00:00
if ( gcs = = gcs_fps & & ! cv_usemouse . value )
gcs = gcs_platform ; // Platform (arrow) scheme is stand-in for no mouse
}
else if ( ! strncmp ( tag , " TAD " , 3 ) ) // Movement and Camera
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gcs = G_GetControlScheme ( gamecontrol , gcl_movement_camera , num_gcl_movement_camera ) ;
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else if ( ! strncmp ( tag , " TAJ " , 3 ) ) // Jump
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gcs = G_GetControlScheme ( gamecontrol , gcl_jump , num_gcl_jump ) ;
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else if ( ! strncmp ( tag , " TAS " , 3 ) ) // Spin
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gcs = G_GetControlScheme ( gamecontrol , gcl_use , num_gcl_use ) ;
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else if ( ! strncmp ( tag , " TAA " , 3 ) ) // Char ability
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gcs = G_GetControlScheme ( gamecontrol , gcl_jump , num_gcl_jump ) ;
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else if ( ! strncmp ( tag , " TAW " , 3 ) ) // Shield ability
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gcs = G_GetControlScheme ( gamecontrol , gcl_jump_use , num_gcl_jump_use ) ;
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else
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gcs = G_GetControlScheme ( gamecontrol , gcl_tutorial_used , num_gcl_tutorial_used ) ;
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switch ( gcs )
{
case gcs_fps :
// strncat(tag, "FPS", length);
suffixed = false ;
break ;
case gcs_platform :
strncat ( tag , " PLATFORM " , length ) ;
break ;
default :
strncat ( tag , " CUSTOM " , length ) ;
break ;
}
return suffixed ;
}
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void F_GetPromptPageByNamedTag ( const char * tag , INT32 * promptnum , INT32 * pagenum )
2018-11-10 14:32:53 +00:00
{
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INT32 nosuffixpromptnum = INT32_MAX , nosuffixpagenum = INT32_MAX ;
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INT32 tutorialpromptnum = ( tutorialmode ) ? TUTORIAL_PROMPT - 1 : 0 ;
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boolean suffixed = false , found = false ;
char suffixedtag [ 33 ] ;
2018-11-10 14:32:53 +00:00
2018-11-13 05:13:36 +00:00
* promptnum = * pagenum = INT32_MAX ;
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if ( ! tag | | ! tag [ 0 ] )
return ;
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strncpy ( suffixedtag , tag , 33 ) ;
suffixedtag [ 32 ] = 0 ;
2018-11-13 19:12:22 +00:00
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if ( tutorialmode )
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suffixed = F_GetTextPromptTutorialTag ( suffixedtag , 33 ) ;
2018-11-10 14:32:53 +00:00
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for ( * promptnum = 0 + tutorialpromptnum ; * promptnum < MAX_PROMPTS ; ( * promptnum ) + + )
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{
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if ( ! textprompts [ * promptnum ] )
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continue ;
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for ( * pagenum = 0 ; * pagenum < textprompts [ * promptnum ] - > numpages & & * pagenum < MAX_PAGES ; ( * pagenum ) + + )
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{
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if ( suffixed & & fastcmp ( suffixedtag , textprompts [ * promptnum ] - > page [ * pagenum ] . tag ) )
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{
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// this goes first because fastcmp ends early if first string is shorter
found = true ;
break ;
}
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else if ( nosuffixpromptnum = = INT32_MAX & & nosuffixpagenum = = INT32_MAX & & fastcmp ( tag , textprompts [ * promptnum ] - > page [ * pagenum ] . tag ) )
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{
if ( suffixed )
{
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nosuffixpromptnum = * promptnum ;
nosuffixpagenum = * pagenum ;
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// continue searching for the suffixed tag
}
else
{
found = true ;
break ;
}
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}
}
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if ( found )
break ;
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}
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if ( suffixed & & ! found & & nosuffixpromptnum ! = INT32_MAX & & nosuffixpagenum ! = INT32_MAX )
{
found = true ;
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* promptnum = nosuffixpromptnum ;
* pagenum = nosuffixpagenum ;
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}
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if ( ! found )
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CONS_Debug ( DBG_GAMELOGIC , " Text prompt: Can't find a page with named tag %s or suffixed tag %s \n " , tag , suffixedtag ) ;
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}
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void F_TextPromptDrawer ( void )
{
// reuse:
// cutnum -> promptnum
// scenenum -> pagenum
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lumpnum_t iconlump ;
UINT8 pagelines ;
boolean rightside ;
INT32 boxh , texth , texty , namey , chevrony ;
INT32 textx , textr ;
// Data
patch_t * patch ;
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if ( ! promptactive )
return ;
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iconlump = W_CheckNumForName ( textprompts [ cutnum ] - > page [ scenenum ] . iconname ) ;
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F_GetPageTextGeometry ( & pagelines , & rightside , & boxh , & texth , & texty , & namey , & chevrony , & textx , & textr ) ;
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// Draw gfx first
if ( picnum > = 0 & & picnum < numpics & & textprompts [ cutnum ] - > page [ scenenum ] . picname [ picnum ] [ 0 ] ! = ' \0 ' )
{
if ( textprompts [ cutnum ] - > page [ scenenum ] . pichires [ picnum ] )
V_DrawSmallScaledPatch ( picxpos , picypos , 0 ,
W_CachePatchName ( textprompts [ cutnum ] - > page [ scenenum ] . picname [ picnum ] , PU_CACHE ) ) ;
else
V_DrawScaledPatch ( picxpos , picypos , 0 ,
W_CachePatchName ( textprompts [ cutnum ] - > page [ scenenum ] . picname [ picnum ] , PU_CACHE ) ) ;
}
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// Draw background
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V_DrawPromptBack ( boxh , textprompts [ cutnum ] - > page [ scenenum ] . backcolor ) ;
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// Draw narrator icon
if ( iconlump ! = LUMPERROR )
{
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INT32 iconx , icony , scale , scaledsize ;
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patch = W_CachePatchName ( textprompts [ cutnum ] - > page [ scenenum ] . iconname , PU_CACHE ) ;
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// scale and center
if ( patch - > width > patch - > height )
{
scale = FixedDiv ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) - 4 , patch - > width ) ;
scaledsize = FixedMul ( patch - > height , scale ) ;
iconx = ( rightside ? BASEVIDWIDTH - ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) ) : 4 ) < < FRACBITS ;
icony = ( ( namey - 4 ) < < FRACBITS ) + FixedDiv ( BASEVIDHEIGHT - namey + 4 - scaledsize , 2 ) ; // account for 4 margin
}
else if ( patch - > height > patch - > width )
{
scale = FixedDiv ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) - 4 , patch - > height ) ;
scaledsize = FixedMul ( patch - > width , scale ) ;
iconx = ( rightside ? BASEVIDWIDTH - ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) ) : 4 ) < < FRACBITS ;
icony = namey < < FRACBITS ;
iconx + = FixedDiv ( FixedMul ( patch - > height , scale ) - scaledsize , 2 ) ;
}
else
{
scale = FixedDiv ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) - 4 , patch - > width ) ;
iconx = ( rightside ? BASEVIDWIDTH - ( ( ( boxh * 4 ) + ( boxh / 2 ) * 4 ) ) : 4 ) < < FRACBITS ;
icony = namey < < FRACBITS ;
}
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if ( textprompts [ cutnum ] - > page [ scenenum ] . iconflip )
iconx + = FixedMul ( patch - > width , scale ) < < FRACBITS ;
V_DrawFixedPatch ( iconx , icony , scale , ( V_SNAPTOBOTTOM | ( textprompts [ cutnum ] - > page [ scenenum ] . iconflip ? V_FLIP : 0 ) ) , patch , NULL ) ;
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W_UnlockCachedPatch ( patch ) ;
}
// Draw text
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V_DrawString ( textx , texty , ( V_SNAPTOBOTTOM | V_ALLOWLOWERCASE ) , cutscene_disptext ) ;
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// Draw name
// Don't use V_YELLOWMAP here so that the name color can be changed with control codes
if ( textprompts [ cutnum ] - > page [ scenenum ] . name [ 0 ] )
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V_DrawString ( textx , namey , ( V_SNAPTOBOTTOM | V_ALLOWLOWERCASE ) , textprompts [ cutnum ] - > page [ scenenum ] . name ) ;
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// Draw chevron
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if ( promptblockcontrols & & ! timetonext )
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V_DrawString ( textr - 8 , chevrony + ( skullAnimCounter / 5 ) , ( V_SNAPTOBOTTOM | V_YELLOWMAP ) , " \x1B " ) ; // down arrow
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}
void F_TextPromptTicker ( void )
{
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INT32 i ;
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if ( ! promptactive | | paused | | P_AutoPause ( ) )
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return ;
// advance animation
finalecount + + ;
cutscene_boostspeed = 0 ;
// for the chevron
if ( - - skullAnimCounter < = 0 )
skullAnimCounter = 8 ;
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// button handling
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if ( textprompts [ cutnum ] - > page [ scenenum ] . timetonext )
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{
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if ( promptblockcontrols ) // same procedure as below, just without the button handling
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{
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for ( i = 0 ; i < MAXPLAYERS ; i + + )
{
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if ( netgame & & i ! = serverplayer & & ! IsPlayerAdmin ( i ) )
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continue ;
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else if ( splitscreen ) {
// Both players' controls are locked,
// But only consoleplayer can advance the prompt.
// \todo Proper per-player splitscreen support (individual prompts)
if ( i = = consoleplayer | | i = = secondarydisplayplayer )
players [ i ] . powers [ pw_nocontrol ] = 1 ;
}
else if ( i = = consoleplayer )
players [ i ] . powers [ pw_nocontrol ] = 1 ;
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if ( ! splitscreen )
break ;
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}
}
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if ( timetonext > = 1 )
timetonext - - ;
if ( ! timetonext )
F_AdvanceToNextPage ( ) ;
F_WriteText ( ) ;
}
else
{
if ( promptblockcontrols )
{
for ( i = 0 ; i < MAXPLAYERS ; i + + )
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{
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if ( netgame & & i ! = serverplayer & & ! IsPlayerAdmin ( i ) )
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continue ;
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else if ( splitscreen ) {
// Both players' controls are locked,
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// But only the triggering player can advance the prompt.
if ( i = = consoleplayer | | i = = secondarydisplayplayer )
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{
players [ i ] . powers [ pw_nocontrol ] = 1 ;
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if ( callplayer = = consoleplayer | | callplayer = = secondarydisplayplayer )
{
if ( i ! = callplayer )
continue ;
}
else if ( i ! = consoleplayer )
continue ;
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}
else
continue ;
}
else if ( i = = consoleplayer )
players [ i ] . powers [ pw_nocontrol ] = 1 ;
else
continue ;
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if ( ( players [ i ] . cmd . buttons & BT_USE ) | | ( players [ i ] . cmd . buttons & BT_JUMP ) )
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{
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if ( timetonext > 1 )
timetonext - - ;
else if ( cutscene_baseptr ) // don't set boost if we just reset the string
cutscene_boostspeed = 1 ; // only after a slight delay
if ( keypressed )
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{
if ( ! splitscreen )
break ;
else
continue ;
}
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if ( ! timetonext ) // is 0 when finished generating text
{
F_AdvanceToNextPage ( ) ;
if ( promptactive )
S_StartSound ( NULL , sfx_menu1 ) ;
}
keypressed = true ; // prevent repeat events
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}
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else if ( ! ( players [ i ] . cmd . buttons & BT_USE ) & & ! ( players [ i ] . cmd . buttons & BT_JUMP ) )
keypressed = false ;
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if ( ! splitscreen )
break ;
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}
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}
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// generate letter-by-letter text
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if ( scenenum > = MAX_PAGES | |
! textprompts [ cutnum ] - > page [ scenenum ] . text | |
! textprompts [ cutnum ] - > page [ scenenum ] . text [ 0 ] | |
! F_WriteText ( ) )
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timetonext = ! promptblockcontrols ; // never show the chevron if we can't toggle pages
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}
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// gfx
if ( picnum > = 0 & & picnum < numpics )
{
if ( animtimer < = 0 )
{
boolean persistanimtimer = false ;
if ( picnum < numpics - 1 & & textprompts [ cutnum ] - > page [ scenenum ] . picname [ picnum + 1 ] [ 0 ] ! = ' \0 ' )
picnum + + ;
else if ( picmode = = PROMPT_PIC_LOOP )
picnum = pictoloop ;
else if ( picmode = = PROMPT_PIC_DESTROY )
picnum = - 1 ;
else // if (picmode == PROMPT_PIC_PERSIST)
persistanimtimer = true ;
if ( ! persistanimtimer & & picnum > = 0 )
{
picxpos = textprompts [ cutnum ] - > page [ scenenum ] . xcoord [ picnum ] ;
picypos = textprompts [ cutnum ] - > page [ scenenum ] . ycoord [ picnum ] ;
pictime = textprompts [ cutnum ] - > page [ scenenum ] . picduration [ picnum ] ;
animtimer = pictime ;
}
}
else
animtimer - - ;
}
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}