2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2018-11-25 12:35:38 +00:00
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file f_finale.h
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/// \brief Title screen, intro, game evaluation, and credits.
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/// Also includes protos for screen wipe functions.
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#ifndef __F_FINALE__
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#define __F_FINALE__
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#include "doomtype.h"
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#include "d_event.h"
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2018-11-03 21:13:44 +00:00
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#include "p_mobj.h"
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2014-03-15 16:59:03 +00:00
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//
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// FINALE
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//
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// Called by main loop.
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boolean F_IntroResponder(event_t *ev);
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boolean F_CutsceneResponder(event_t *ev);
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boolean F_CreditResponder(event_t *ev);
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// Called by main loop.
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void F_GameEndTicker(void);
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void F_IntroTicker(void);
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void F_TitleScreenTicker(boolean run);
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void F_CutsceneTicker(void);
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void F_TitleDemoTicker(void);
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2018-11-03 14:54:30 +00:00
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void F_TextPromptTicker(void);
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2014-03-15 16:59:03 +00:00
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// Called by main loop.
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2018-11-08 16:26:55 +00:00
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void F_GameEndDrawer(void);
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2014-03-15 16:59:03 +00:00
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void F_IntroDrawer(void);
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void F_TitleScreenDrawer(void);
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2018-11-25 20:08:12 +00:00
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void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, const char *patchname);
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2014-03-15 16:59:03 +00:00
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void F_GameEvaluationDrawer(void);
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void F_StartGameEvaluation(void);
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void F_GameEvaluationTicker(void);
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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
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void F_EndingTicker(void);
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void F_EndingDrawer(void);
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2014-03-15 16:59:03 +00:00
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void F_CreditTicker(void);
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void F_CreditDrawer(void);
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void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer);
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void F_CutsceneDrawer(void);
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void F_EndCutScene(void);
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2018-11-03 18:43:19 +00:00
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void F_StartTextPrompt(INT32 promptnum, INT32 pagenum, mobj_t *mo, UINT16 postexectag, boolean blockcontrols, boolean freezerealtime);
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2018-11-13 05:13:36 +00:00
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void F_GetPromptPageByNamedTag(const char *tag, INT32 *promptnum, INT32 *pagenum);
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2018-11-03 14:54:30 +00:00
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void F_TextPromptDrawer(void);
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2018-11-05 03:22:47 +00:00
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void F_EndTextPrompt(boolean forceexec, boolean noexec);
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2018-11-10 06:00:18 +00:00
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boolean F_GetPromptHideHudAll(void);
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boolean F_GetPromptHideHud(fixed_t y);
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2018-11-03 14:54:30 +00:00
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2014-03-15 16:59:03 +00:00
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void F_StartGameEnd(void);
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void F_StartIntro(void);
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void F_StartTitleScreen(void);
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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
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void F_StartEnding(void);
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2014-03-15 16:59:03 +00:00
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void F_StartCredits(void);
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boolean F_ContinueResponder(event_t *event);
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void F_StartContinue(void);
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void F_ContinueTicker(void);
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void F_ContinueDrawer(void);
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2018-11-16 19:34:28 +00:00
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extern INT32 titlescrollxspeed;
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extern INT32 titlescrollyspeed;
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2017-05-09 10:09:58 +00:00
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2019-08-13 02:12:20 +00:00
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typedef enum
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{
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2019-11-07 21:42:54 +00:00
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TTMODE_NONE = 0,
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2019-08-13 02:12:20 +00:00
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TTMODE_OLD,
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TTMODE_ALACROIX,
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TTMODE_USER
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} ttmode_enum;
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2019-11-03 15:29:42 +00:00
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#define TTMAX_ALACROIX 30 // max frames for SONIC typeface, plus one for NULL terminating entry
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2019-08-13 02:12:20 +00:00
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#define TTMAX_USER 100
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extern ttmode_enum ttmode;
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extern UINT8 ttscale;
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// ttmode user vars
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extern char ttname[9];
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extern INT16 ttx;
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extern INT16 tty;
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extern INT16 ttloop;
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extern UINT16 tttics;
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2019-11-03 19:20:49 +00:00
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extern boolean ttavailable[6];
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2019-08-13 02:12:20 +00:00
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2017-05-09 10:09:58 +00:00
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typedef enum
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{
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TITLEMAP_OFF = 0,
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TITLEMAP_LOADING,
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TITLEMAP_RUNNING
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} titlemap_enum;
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2018-11-25 20:08:12 +00:00
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// Current menu parameters
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2018-11-18 06:53:18 +00:00
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extern mobj_t *titlemapcameraref;
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2019-08-09 03:44:28 +00:00
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extern char curbgname[9];
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2018-11-25 20:08:12 +00:00
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extern SINT8 curfadevalue;
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extern INT32 curbgcolor;
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extern INT32 curbgxspeed;
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extern INT32 curbgyspeed;
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extern boolean curbghide;
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2019-08-19 17:43:48 +00:00
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extern boolean hidetitlemap;
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2018-11-25 20:08:12 +00:00
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2019-08-13 02:12:20 +00:00
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extern boolean curhidepics;
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extern ttmode_enum curttmode;
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extern UINT8 curttscale;
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// ttmode user vars
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extern char curttname[9];
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extern INT16 curttx;
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extern INT16 curtty;
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extern INT16 curttloop;
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extern UINT16 curtttics;
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2018-11-25 20:08:12 +00:00
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#define TITLEBACKGROUNDACTIVE (curfadevalue >= 0 || curbgname[0])
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void F_InitMenuPresValues(void);
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void F_MenuPresTicker(boolean run);
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2014-03-15 16:59:03 +00:00
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//
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// WIPE
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//
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2018-11-17 21:32:30 +00:00
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// HACK for menu fading while titlemapinaction; skips the level check
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2018-11-26 00:03:22 +00:00
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#define FORCEWIPE -3
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2018-11-26 00:31:22 +00:00
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#define FORCEWIPEOFF -2
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2018-11-17 21:32:30 +00:00
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2014-03-15 16:59:03 +00:00
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extern boolean WipeInAction;
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extern INT32 lastwipetic;
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void F_WipeStartScreen(void);
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void F_WipeEndScreen(void);
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void F_RunWipe(UINT8 wipetype, boolean drawMenu);
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2018-11-17 21:32:30 +00:00
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tic_t F_GetWipeLength(UINT8 wipetype);
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boolean F_WipeExists(UINT8 wipetype);
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2014-03-15 16:59:03 +00:00
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enum
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{
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wipe_credits_intermediate, // makes a good 0 I guess.
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wipe_level_toblack,
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wipe_intermission_toblack,
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wipe_continuing_toblack,
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wipe_titlescreen_toblack,
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wipe_timeattack_toblack,
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wipe_credits_toblack,
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wipe_evaluation_toblack,
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wipe_gameend_toblack,
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wipe_intro_toblack,
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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
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wipe_ending_toblack,
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2014-03-15 16:59:03 +00:00
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wipe_cutscene_toblack,
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// custom intermissions
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wipe_specinter_toblack,
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wipe_multinter_toblack,
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2016-01-05 13:03:00 +00:00
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wipe_speclevel_towhite,
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2014-03-15 16:59:03 +00:00
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wipe_level_final,
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wipe_intermission_final,
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wipe_continuing_final,
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wipe_titlescreen_final,
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wipe_timeattack_final,
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wipe_credits_final,
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wipe_evaluation_final,
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wipe_gameend_final,
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wipe_intro_final,
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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
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wipe_ending_final,
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2014-03-15 16:59:03 +00:00
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wipe_cutscene_final,
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// custom intermissions
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wipe_specinter_final,
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wipe_multinter_final,
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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
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NUMWIPEDEFS,
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WIPEFINALSHIFT = (wipe_level_final-wipe_level_toblack)
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2014-03-15 16:59:03 +00:00
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};
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extern UINT8 wipedefs[NUMWIPEDEFS];
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#endif
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