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.
This commit is contained in:
toaster 2019-07-28 00:32:57 +01:00
parent cb278388f0
commit 063e350c63
26 changed files with 1445 additions and 200 deletions

View file

@ -1608,7 +1608,7 @@ void CON_Drawer(void)
if (con_curlines > 0)
CON_DrawConsole();
else if (gamestate == GS_LEVEL
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_INTERMISSION || gamestate == GS_ENDING || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
CON_DrawHudlines();
}

View file

@ -310,6 +310,12 @@ static void D_Display(void)
wipe = true;
break;
case GS_ENDING:
F_EndingDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_CUTSCENE:
F_CutsceneDrawer();
HU_Erase();

View file

@ -517,7 +517,9 @@ static void readfreeslots(MYFILE *f)
continue;
// Copy in the spr2 name and increment free_spr2.
if (free_spr2 < NUMPLAYERSPRITES) {
CONS_Printf("Sprite SPR2_%s allocated.\n",word);
strncpy(spr2names[free_spr2],word,4);
spr2defaults[free_spr2] = 0;
spr2names[free_spr2++][4] = 0;
} else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
@ -1108,6 +1110,7 @@ static void readlevelheader(MYFILE *f, INT32 num)
if (fastcmp(word2, "TITLE")) i = 1100;
else if (fastcmp(word2, "EVALUATION")) i = 1101;
else if (fastcmp(word2, "CREDITS")) i = 1102;
else if (fastcmp(word2, "ENDING")) i = 1103;
else
// Support using the actual map name,
// i.e., Nextlevel = AB, Nextlevel = FZ, etc.
@ -9493,6 +9496,7 @@ static inline int lib_freeslot(lua_State *L)
{
CONS_Printf("Sprite SPR2_%s allocated.\n",word);
strncpy(spr2names[free_spr2],word,4);
spr2defaults[free_spr2] = 0;
spr2names[free_spr2++][4] = 0;
} else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");

View file

@ -14,6 +14,7 @@
#include "doomdef.h"
#include "doomstat.h"
#include "d_main.h"
#include "d_netcmd.h"
#include "f_finale.h"
#include "g_game.h"
#include "hu_stuff.h"
@ -36,6 +37,7 @@
#include "p_setup.h"
#include "st_stuff.h" // hud hiding
#include "fastcmp.h"
#include "console.h"
#ifdef HAVE_BLUA
#include "lua_hud.h"
@ -53,7 +55,6 @@ static INT32 continuetime; // Short delay when continuing
static tic_t animtimer; // Used for some animation timings
static INT16 skullAnimCounter; // Prompts: Chevron animation
static INT32 roidtics; // Asteroid spinning
static INT32 deplete;
static tic_t stoptimer;
@ -95,6 +96,17 @@ static patch_t *ttspop5;
static patch_t *ttspop6;
static patch_t *ttspop7;
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
static INT32 sparkloffs[8][3][2]; // seven emerald sparkles + eggrock explosions
static INT32 sparklloop;
//
// PROMPT STATE
//
@ -230,6 +242,7 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
void F_StartIntro(void)
{
S_StopMusic();
S_StopSounds();
if (introtoplay)
{
@ -393,7 +406,6 @@ void F_StartIntro(void)
intro_scenenum = 0;
finalecount = animtimer = skullAnimCounter = stoptimer = 0;
roidtics = BASEVIDWIDTH - 64;
timetonext = introscenetime[intro_scenenum];
}
@ -676,11 +688,42 @@ static void F_IntroDrawScene(void)
if (intro_scenenum == 4) // The asteroid SPINS!
{
if (roidtics >= 0)
if (intro_curtime > 1)
{
V_DrawScaledPatch(roidtics, 24, 0,
(patch = W_CachePatchName(va("ROID00%.2d", intro_curtime%35), PU_CACHE)));
W_UnlockCachedPatch(patch);
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));
}
rockpat = W_CachePatchName(va("ROID00%.2d", worktics % 35), PU_LEVEL);
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));
}
}
@ -702,7 +745,7 @@ static void F_IntroDrawScene(void)
W_UnlockCachedPatch(sgrass);
}
V_DrawString(cx, cy, 0, cutscene_disptext);
V_DrawString(cx, cy, V_ALLOWLOWERCASE, cutscene_disptext);
}
//
@ -724,8 +767,6 @@ void F_IntroDrawer(void)
S_ChangeMusicInternal("_intro", false);
}
else if (intro_scenenum == 3)
roidtics = BASEVIDWIDTH - 64;
else if (intro_scenenum == 10)
{
// The only fade to white in the entire damn game.
@ -849,9 +890,6 @@ void F_IntroTicker(void)
// advance animation
finalecount++;
if (finalecount % 3 == 0)
roidtics--;
timetonext--;
F_WriteText();
@ -1103,6 +1141,7 @@ void F_StartCredits(void)
paused = false;
CON_ToggleOff();
S_StopMusic();
S_StopSounds();
S_ChangeMusicInternal("_creds", false);
@ -1221,7 +1260,7 @@ boolean F_CreditResponder(event_t *event)
break;
}
if (!(timesBeaten) && !(netgame || multiplayer))
if (!(timesBeaten) && !(netgame || multiplayer) && !cv_debug)
return false;
if (event->type != ev_keydown)
@ -1240,10 +1279,8 @@ boolean F_CreditResponder(event_t *event)
// ============
// EVALUATION
// ============
#define INTERVAL 50
#define INTERVAL (360/7)
#define TRANSLEVEL V_80TRANS
static INT32 eemeralds_start;
static boolean drawemblem = false, drawchaosemblem = false;
void F_StartGameEvaluation(void)
{
@ -1265,17 +1302,18 @@ void F_StartGameEvaluation(void)
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0)
G_SaveGame((UINT32)cursaveslot);
goodending = (ALL7EMERALDS(emeralds));
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
finalecount = 0;
finalecount = -1;
}
void F_GameEvaluationDrawer(void)
{
INT32 x, y, i;
const fixed_t radius = 48*FRACUNIT;
angle_t fa;
INT32 eemeralds_cur;
char patchname[7] = "CEMGx0";
@ -1283,57 +1321,94 @@ void F_GameEvaluationDrawer(void)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
// Draw all the good crap here.
if (ALL7EMERALDS(emeralds))
if (goodending)
V_DrawString(114, 16, 0, "GOT THEM ALL!");
else
V_DrawString(124, 16, 0, "TRY AGAIN!");
eemeralds_start++;
eemeralds_cur = eemeralds_start;
if (finalecount > 0)
{
INT32 scale = FRACUNIT;
patch_t *rockpat;
UINT8 *colormap[2] = {NULL, NULL};
patch_t *glow;
INT32 trans = 0;
x = (((BASEVIDWIDTH-82)/2)+11)<<FRACBITS;
y = (((BASEVIDHEIGHT-82)/2)+12)<<FRACBITS;
if (finalecount < 5)
{
scale = (finalecount<<(FRACBITS-2));
x += (30*(FRACUNIT-scale));
y += (30*(FRACUNIT-scale));
}
if (goodending)
{
rockpat = W_CachePatchName(va("ROID00%.2d", finalecount % 35), PU_LEVEL);
glow = W_CachePatchName(va("ENDGLOW%.1d", 2+(finalecount & 1)), PU_LEVEL);
x -= 3<<FRACBITS;
}
else
{
rockpat = W_CachePatchName("ROID0000", PU_LEVEL);
glow = W_CachePatchName(va("ENDGLOW%.1d", (finalecount & 1)), PU_LEVEL);
}
if (finalecount >= 5)
trans = (finalecount-5)>>1;
if (trans < 10)
V_DrawFixedPatch(x, y, scale, trans<<V_ALPHASHIFT, glow, NULL);
trans = (15-finalecount);
if (trans < 0)
trans = -trans;
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]);
}
if (!goodending)
{
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]);
}
}
eemeralds_cur = finalecount % 360;
for (i = 0; i < 7; ++i)
{
fa = (FixedAngle(eemeralds_cur*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
x = 160 + FixedInt(FixedMul(FINECOSINE(fa),radius));
y = 100 + FixedInt(FixedMul(FINESINE(fa),radius));
x = (BASEVIDWIDTH<<(FRACBITS-1)) + (60*FINECOSINE(fa));
y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + (60*FINESINE(fa));
eemeralds_cur += INTERVAL;
if (i & 1)
eemeralds_cur++;
patchname[4] = 'A'+(char)i;
if (emeralds & (1<<i))
V_DrawScaledPatch(x, y, 0, W_CachePatchName(patchname, PU_CACHE));
else
V_DrawTranslucentPatch(x, y, TRANSLEVEL, W_CachePatchName(patchname, PU_CACHE));
eemeralds_cur += INTERVAL;
}
if (eemeralds_start >= 360)
eemeralds_start -= 360;
if (finalecount == 5*TICRATE)
{
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer))
{
++timesBeaten;
if (ALL7EMERALDS(emeralds))
++timesBeatenWithEmeralds;
if (ultimatemode)
++timesBeatenUltimate;
if (M_UpdateUnlockablesAndExtraEmblems())
S_StartSound(NULL, sfx_s3k68);
G_SaveGameData();
}
V_DrawFixedPatch(x, y, FRACUNIT, ((emeralds & (1<<i)) ? 0 : TRANSLEVEL), W_CachePatchName(patchname, PU_LEVEL), NULL);
}
if (finalecount >= 5*TICRATE)
{
#if 0
if (drawemblem)
V_DrawScaledPatch(120, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE));
if (drawchaosemblem)
V_DrawScaledPatch(200, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE));
#endif
V_DrawString(8, 16, V_YELLOWMAP, "Unlocked:");
@ -1363,10 +1438,579 @@ void F_GameEvaluationTicker(void)
{
finalecount++;
if (sparklloop)
sparklloop--;
if (!goodending
&& (finalecount == (5*TICRATE)/2
|| finalecount == (7*TICRATE)/2
|| finalecount == ((7*TICRATE)/2)+5))
{
S_StartSound(NULL, sfx_s3k5c);
sparklloop = 10;
}
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();
}
}
if (finalecount > 10*TICRATE)
F_StartGameEnd();
}
// ==========
// ENDING
// ==========
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?
memset(sparkloffs, 0, sizeof(INT32)*8*3*2);
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);
}
#define colset(map, a, b, c) \
map[1] = (UINT8)a;\
map[3] = (UINT8)b;\
map[9] = (UINT8)c
colset(purplemap, 164, 165, 169);
}
#define SPARKLLOOPTIME 15 // must be odd
#define INFLECTIONPOINT (6*TICRATE)
void F_EndingTicker(void)
{
angle_t workingangle;
fixed_t workingradius;
if (++finalecount == INFLECTIONPOINT && goodending) // time to swap some assets
{
Z_Free(endegrk[0]);
endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
Z_Free(endegrk[1]);
endegrk[1] = W_CachePatchName("ENDEGRK3", PU_LEVEL);
Z_Free(endglow[0]);
endglow[0] = W_CachePatchName("ENDGLOW2", PU_LEVEL);
Z_Free(endglow[1]);
endglow[1] = W_CachePatchName("ENDGLOW3", PU_LEVEL);
Z_Free(endxpld[0]);
endxpld[0] = W_CachePatchName("ENDEGRK4", PU_LEVEL);
}
if (++sparklloop == SPARKLLOOPTIME) // time to roll the randomisation again
{
sparklloop = 0;
if (goodending)
{
UINT8 i;
for (i = 0; i < 7; ++i)
{
sparkloffs[i][2][0] = sparkloffs[i][1][0];
sparkloffs[i][2][1] = sparkloffs[i][1][1];
sparkloffs[i][1][0] = sparkloffs[i][0][0];
sparkloffs[i][1][1] = sparkloffs[i][0][1];
sparkloffs[i][0][0] = M_RandomRange(-11, 11)<<FRACBITS;
sparkloffs[i][0][1] = M_RandomRange(-19, 3)<<FRACBITS;
}
}
workingangle = FixedAngle((M_RandomRange(-170, 80))<<FRACBITS)>>ANGLETOFINESHIFT;
workingradius = M_RandomKey(26);
sparkloffs[7][0][0] = (30<<FRACBITS) + workingradius*FINECOSINE(workingangle);
sparkloffs[7][0][1] = (30<<FRACBITS) + workingradius*FINESINE(workingangle);
}
if (finalecount > INFLECTIONPOINT*2)
{
F_StartCredits();
wipetypepre = INT16_MAX;
colset(purplemap, 160, 161, 163);
#undef colset
}
}
void F_EndingDrawer(void)
{
INT32 x, y, i, j, parallaxticker;
patch_t *rockpat;
if (!goodending || finalecount < INFLECTIONPOINT)
rockpat = W_CachePatchName("ROID0000", PU_LEVEL);
else
rockpat = W_CachePatchName(va("ROID00%.2d", (finalecount - INFLECTIONPOINT)%35), PU_LEVEL);
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;
if (parallaxticker < 75)
{
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
{
if (parallaxticker < 10)
{
tweakx = parallaxticker<<FRACBITS;
tweaky = ((7*parallaxticker)<<(FRACBITS-2))/5;
}
else
{
tweakx = 10<<FRACBITS;
tweaky = 7<<(FRACBITS-1);
}
i += tweakx;
j -= tweaky;
#define TFTMOPTIMUSFADE
INT32 scale = FRACUNIT + ((parallaxticker-10)<<7);
#ifdef TFTMOPTIMUSFADE
INT32 trans = parallaxticker>>2;
UINT8 *colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_JET, GTC_CACHE);
#endif
x <<= 1;
y <<= 1;
// center detritrus
V_DrawFixedPatch(i-x, j-y, FRACUNIT, 0, endegrk[0],
#ifdef TFTMOPTIMUSFADE
colormap);
if (trans < 10)
V_DrawFixedPatch(i-x, j-y, FRACUNIT, trans<<V_ALPHASHIFT, endegrk[0],
#endif
NULL);
// ring detritrus
V_DrawFixedPatch((30*(FRACUNIT-scale))+i-(2*x), (30*(FRACUNIT-scale))+j-(2*y) - ((7<<FRACBITS)/2), scale, 0, endegrk[1],
#ifdef TFTMOPTIMUSFADE
colormap);
if (trans < 10)
V_DrawFixedPatch((30*(FRACUNIT-scale))+i-(2*x), (30*(FRACUNIT-scale))+j-(2*y), scale, trans<<V_ALPHASHIFT, endegrk[1],
#endif
NULL);
scale += ((parallaxticker-10)<<7);
// shard detritrus
V_DrawFixedPatch((30*(FRACUNIT-scale))+i-(x/2), (30*(FRACUNIT-scale))+j-(y/2) - ((7<<FRACBITS)/2), scale, 0, endxpld[0],
#ifdef TFTMOPTIMUSFADE
colormap);
if (trans < 10)
V_DrawFixedPatch((30*(FRACUNIT-scale))+i-(x/2), (30*(FRACUNIT-scale))+j-(y/2), scale, trans<<V_ALPHASHIFT, endxpld[0],
#endif
NULL);
}
}
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;
}
if (parallaxticker <= 70)
{
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)
{
x += ((sparkloffs[7][0][0] < 30<<FRACBITS) ? FRACUNIT : -FRACUNIT);
y += ((sparkloffs[7][0][1] < 30<<FRACBITS) ? FRACUNIT : -FRACUNIT);
}
}
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);
}
}
}
else
{
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);
}
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;
V_DrawFixedPatch(x + sparkloffs[7][0][0], y + sparkloffs[7][0][1],
FRACUNIT, 0, endxpld[sparklloop/4], NULL);
}
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]);
}
if (goodending && finalecount >= TICRATE && finalecount < INFLECTIONPOINT)
{
INT32 workingtime = finalecount - TICRATE;
fixed_t radius[4];
angle_t fa;
INT32 eemeralds_cur[4];
char patchname[7] = "CEMGx0";
for (i = 0; i < 4; ++i)
{
if (i == 1)
workingtime -= sparklloop;
else if (i)
workingtime -= SPARKLLOOPTIME;
eemeralds_cur[i] = workingtime % 360;
radius[i] = ((vid.width/vid.dupx)*(INFLECTIONPOINT - TICRATE - workingtime))/(INFLECTIONPOINT - TICRATE);
radius[i] <<= FRACBITS;
}
for (i = 0; i < 7; ++i)
{
fa = (FixedAngle(eemeralds_cur[0]*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius[0]);
y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius[0]);
eemeralds_cur[0] += INTERVAL;
if (i & 1)
eemeralds_cur[0]++;
patchname[4] = 'A'+(char)i;
V_DrawFixedPatch(x, y, FRACUNIT, 0, W_CachePatchName(patchname, PU_LEVEL), NULL);
}
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)
{
fa = (FixedAngle(eemeralds_cur[j]*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius[j]) + sparkloffs[i][j-1][0];
y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius[j]) + sparkloffs[i][j-1][1];
eemeralds_cur[j] += INTERVAL;
if (i & 1)
eemeralds_cur[j]++;
// 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--;
}
}
} // 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)
{
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);
}
}
}
// ==========
// GAME END
// ==========
@ -1378,6 +2022,7 @@ void F_StartGameEnd(void)
paused = false;
CON_ToggleOff();
S_StopMusic();
S_StopSounds();
// In case menus are still up?!!
M_ClearMenus(true);
@ -1892,7 +2537,7 @@ boolean F_ContinueResponder(event_t *event)
keypressed = true;
imcontinuing = true;
continuetime = TICRATE;
S_StartSound(0, sfx_itemup);
S_StartSound(NULL, sfx_itemup);
return true;
}
@ -2004,6 +2649,7 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0);
else
S_StopMusic();
S_StopSounds();
}
//
@ -2044,7 +2690,7 @@ void F_CutsceneDrawer(void)
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true);
}
V_DrawString(textxpos, textypos, 0, cutscene_disptext);
V_DrawString(textxpos, textypos, V_ALLOWLOWERCASE, cutscene_disptext);
}
void F_CutsceneTicker(void)

View file

@ -46,6 +46,9 @@ void F_GameEvaluationDrawer(void);
void F_StartGameEvaluation(void);
void F_GameEvaluationTicker(void);
void F_EndingTicker(void);
void F_EndingDrawer(void);
void F_CreditTicker(void);
void F_CreditDrawer(void);
@ -63,6 +66,7 @@ boolean F_GetPromptHideHud(fixed_t y);
void F_StartGameEnd(void);
void F_StartIntro(void);
void F_StartTitleScreen(void);
void F_StartEnding(void);
void F_StartCredits(void);
boolean F_ContinueResponder(event_t *event);
@ -126,6 +130,7 @@ enum
wipe_evaluation_toblack,
wipe_gameend_toblack,
wipe_intro_toblack,
wipe_ending_toblack,
wipe_cutscene_toblack,
// custom intermissions
@ -142,15 +147,16 @@ enum
wipe_evaluation_final,
wipe_gameend_final,
wipe_intro_final,
wipe_ending_final,
wipe_cutscene_final,
// custom intermissions
wipe_specinter_final,
wipe_multinter_final,
NUMWIPEDEFS
NUMWIPEDEFS,
WIPEFINALSHIFT = (wipe_level_final-wipe_level_toblack)
};
#define WIPEFINALSHIFT 13
extern UINT8 wipedefs[NUMWIPEDEFS];
#endif

View file

@ -54,6 +54,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
0, // wipe_evaluation_toblack
0, // wipe_gameend_toblack
99, // wipe_intro_toblack (hardcoded)
0, // wipe_ending_toblack
99, // wipe_cutscene_toblack (hardcoded)
0, // wipe_specinter_toblack
@ -69,6 +70,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
0, // wipe_evaluation_final
0, // wipe_gameend_final
99, // wipe_intro_final (hardcoded)
0, // wipe_ending_final
99, // wipe_cutscene_final (hardcoded)
0, // wipe_specinter_final

View file

@ -1842,7 +1842,7 @@ boolean G_Responder(event_t *ev)
return true;
}
}
else if (gamestate == GS_CREDITS)
else if (gamestate == GS_CREDITS || gamestate == GS_ENDING) // todo: keep ending here?
{
if (HU_Responder(ev))
return true; // chat ate the event
@ -2032,6 +2032,12 @@ void G_Ticker(boolean run)
F_IntroTicker();
break;
case GS_ENDING:
if (run)
F_EndingTicker();
HU_Ticker();
break;
case GS_CUTSCENE:
if (run)
F_CutsceneTicker();
@ -2849,6 +2855,10 @@ void G_ExitLevel(void)
// Remove CEcho text on round end.
HU_ClearCEcho();
}
else if (gamestate == GS_ENDING)
{
F_StartCredits();
}
else if (gamestate == GS_CREDITS)
{
F_StartGameEvaluation();
@ -3116,7 +3126,7 @@ static void G_DoCompleted(void)
nextmap = cm;
}
if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1102-1)
if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1103-1)
I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1);
// wrap around in race
@ -3282,6 +3292,11 @@ void G_EndGame(void)
// Only do evaluation and credits in coop games.
if (gametype == GT_COOP)
{
if (nextmap == 1103-1) // end game with ending
{
F_StartEnding();
return;
}
if (nextmap == 1102-1) // end game with credits
{
F_StartCredits();
@ -3700,7 +3715,7 @@ void G_SaveGame(UINT32 slot)
backup = va("%s",savename);
// save during evaluation or credits? game's over, folks!
if (gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
if (gamestate == GS_ENDING || gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
gamecomplete = true;
gameaction = ga_nothing;

View file

@ -27,12 +27,14 @@ typedef enum
GS_TITLESCREEN, // title screen
GS_TIMEATTACK, // time attack menu
GS_CREDITS, // credit sequence
GS_EVALUATION, // Evaluation at the end of a game.
GS_GAMEEND, // game end sequence
GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
// Hardcoded fades or other fading methods
GS_INTRO, // introduction
GS_ENDING, // currently shared between bad and good endings
GS_CUTSCENE, // custom cutscene
// Not fadable

View file

@ -283,7 +283,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
if (!(option & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
// if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
// cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
@ -291,8 +291,11 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
// Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
if (!column->topdelta)
{
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
Z_Free(realpatch);
}
// centre screen
@ -439,7 +442,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
if (!(option & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
// if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
// cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
@ -447,8 +450,11 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
// Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
if (!column->topdelta)
{
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
Z_Free(realpatch);
}
// centre screen
@ -683,12 +689,191 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
}
else // Do TRANSMAP** fade.
{
Surf.FlatColor.rgba = pLocalPalette[color].rgba;
Surf.FlatColor.s.alpha = (UINT8)(strength*25.5f);
Surf.FlatColor.rgba = V_GetColor(color).rgba;
Surf.FlatColor.s.alpha = softwaretranstogl[strength];
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// -----------------+
// HWR_DrawFadeFill : draw flat coloured rectangle, with transparency
// -----------------+
void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength)
{
FOutVector v[4];
FSurfaceInfo Surf;
float fx, fy, fw, fh;
UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |
// 0--1
if (splitscreen && (color & V_PERPLAYER))
{
fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
color &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
color &= ~V_SNAPTOTOP;
}
}
}
fx = (float)x;
fy = (float)y;
fw = (float)w;
fh = (float)h;
if (!(color & V_NOSCALESTART))
{
float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
fx *= dupx;
fy *= dupy;
fw *= dupx;
fh *= dupy;
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (color & V_SNAPTORIGHT)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(color & V_SNAPTOLEFT))
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
}
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
// same thing here
if (color & V_SNAPTOBOTTOM)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(color & V_SNAPTOTOP))
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
}
}
if (fx >= vid.width || fy >= vid.height)
return;
if (fx < 0)
{
fw += fx;
fx = 0;
}
if (fy < 0)
{
fh += fy;
fy = 0;
}
if (fw <= 0 || fh <= 0)
return;
if (fx + fw > vid.width)
fw = (float)vid.width - fx;
if (fy + fh > vid.height)
fh = (float)vid.height - fy;
fx = -1 + fx / (vid.width / 2);
fy = 1 - fy / (vid.height / 2);
fw = fw / (vid.width / 2);
fh = fh / (vid.height / 2);
v[0].x = v[3].x = fx;
v[2].x = v[1].x = fx + fw;
v[0].y = v[1].y = fy;
v[2].y = v[3].y = fy - fh;
//Hurdler: do we still use this argb color? if not, we should remove it
v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = 1.0f;
v[0].tow = v[1].tow = 0.0f;
v[2].tow = v[3].tow = 1.0f;
if (actualcolor & 0xFF00) // Do COLORMAP fade.
{
Surf.FlatColor.rgba = UINT2RGBA(0x01010160);
Surf.FlatColor.s.alpha = (strength*8);
}
else // Do TRANSMAP** fade.
{
Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba;
Surf.FlatColor.s.alpha = softwaretranstogl[strength];
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// Draw the console background with translucency support
void HWR_DrawConsoleBack(UINT32 color, INT32 height)
{
@ -905,6 +1090,8 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
FSurfaceInfo Surf;
float fx, fy, fw, fh;
UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
@ -913,46 +1100,110 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
// |/ |
// 0--1
if (splitscreen && (color & V_PERPLAYER))
{
fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
color &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
color &= ~V_SNAPTOTOP;
}
}
}
fx = (float)x;
fy = (float)y;
fw = (float)w;
fh = (float)h;
if (!(options & V_NOSCALESTART))
if (!(color & V_NOSCALESTART))
{
float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{
RGBA_t rgbaColour = V_GetColor(color);
FRGBAFloat clearColour;
clearColour.red = (float)rgbaColour.s.red / 255;
clearColour.green = (float)rgbaColour.s.green / 255;
clearColour.blue = (float)rgbaColour.s.blue / 255;
clearColour.alpha = 1;
HWD.pfnClearBuffer(true, false, &clearColour);
return;
}
fx *= dupx;
fy *= dupy;
fw *= dupx;
fh *= dupy;
if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f)
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (options & V_SNAPTORIGHT)
if (color & V_SNAPTORIGHT)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(options & V_SNAPTOLEFT))
else if (!(color & V_SNAPTOLEFT))
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
}
if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f)
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
// same thing here
if (options & V_SNAPTOBOTTOM)
if (color & V_SNAPTOBOTTOM)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(options & V_SNAPTOTOP))
else if (!(color & V_SNAPTOTOP))
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
}
}

View file

@ -49,6 +49,7 @@ void HWR_CreatePlanePolygons(INT32 bspnum);
void HWR_CreateStaticLightmaps(INT32 bspnum);
void HWR_PrepLevelCache(size_t pnumtextures);
void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right.
void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);

View file

@ -1198,6 +1198,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
if (!md2 || !skin)
return 0;
if ((spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])
&& spr2 != SPR2_STND
&& ++i != 32) // recursion limiter
@ -1220,7 +1223,10 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
spr2 = ((player
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
// Use the handy list, that's what it's there for!
@ -1232,6 +1238,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
spr2 |= super;
}
if (i >= 32) // probably an infinite loop...
return 0;
return spr2;
}

View file

@ -2138,7 +2138,7 @@ void HU_Drawer(void)
if (!Playing()
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION
|| gamestate == GS_GAMEEND)
|| gamestate == GS_ENDING || gamestate == GS_GAMEEND)
return;
// draw multiplayer rankings

View file

@ -578,7 +578,8 @@ char spr2names[NUMPLAYERSPRITES][5] =
"TALB",
"SIGN",
"LIFE"
"LIFE",
"XTRA",
};
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;
@ -595,7 +596,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_DEAD, // SPR2_DRWN,
0, // SPR2_ROLL,
SPR2_SPNG, // SPR2_GASP,
0, // SPR2_JUMP, (conditional)
0, // SPR2_JUMP, (conditional, will never be referenced)
SPR2_FALL, // SPR2_SPNG,
SPR2_WALK, // SPR2_FALL,
0, // SPR2_EDGE,
@ -605,7 +606,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_SPNG, // SPR2_FLY ,
SPR2_FLY , // SPR2_SWIM,
0, // SPR2_TIRE, (conditional)
0, // SPR2_TIRE, (conditional, will never be referenced)
SPR2_FLY , // SPR2_GLID,
SPR2_CLMB, // SPR2_CLNG,
@ -632,7 +633,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_NSTN, // SPR2_NPUL,
FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK,
0, // SPR2_NGT0, (should never be referenced)
0, // SPR2_NGT0, (will never be referenced unless skin 0 lacks this)
SPR2_NGT0, // SPR2_NGT1,
SPR2_NGT1, // SPR2_NGT2,
SPR2_NGT2, // SPR2_NGT3,
@ -660,7 +661,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_NGTB, // SPR2_DRLB,
SPR2_NGTC, // SPR2_DRLC,
0, // SPR2_TAL0,
0, // SPR2_TAL0, (this will look mighty stupid but oh well)
SPR2_TAL0, // SPR2_TAL1,
SPR2_TAL1, // SPR2_TAL2,
SPR2_TAL2, // SPR2_TAL3,
@ -675,6 +676,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
0, // SPR2_SIGN,
0, // SPR2_LIFE,
0, // SPR2_XTRA (should never be referenced)
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)

View file

@ -834,6 +834,7 @@ typedef enum playersprite
SPR2_SIGN, // end sign head
SPR2_LIFE, // life monitor icon
SPR2_XTRA, // stuff that isn't in-game - keep this last in the list
SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = 0x7f,

View file

@ -157,6 +157,18 @@ static int lib_setSpr2default(lua_State *L)
playersprite_t i;
UINT8 j = 0;
if (hud_running)
return luaL_error(L, "Do not alter spr2defaults[] in HUD rendering code!");
// todo: maybe allow setting below first freeslot..? step 1 is toggling this, step 2 is testing to see whether it's net-safe
#ifdef SETALLSPR2DEFAULTS
#define FIRSTMODIFY 0
#else
#define FIRSTMODIFY SPR2_FIRSTFREESLOT
if (free_spr2 == SPR2_FIRSTFREESLOT)
return luaL_error(L, "You can only modify the spr2defaults[] entries of sprite2 freeslots, and none are currently added.");
#endif
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
if (lua_isnumber(L, 1))
@ -175,8 +187,9 @@ static int lib_setSpr2default(lua_State *L)
else
return luaL_error(L, "spr2defaults[] invalid index");
if (i < SPR2_FIRSTFREESLOT || i >= free_spr2)
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1);
if (i < FIRSTMODIFY || i >= free_spr2)
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, FIRSTMODIFY, free_spr2-1);
#undef FIRSTMODIFY
if (lua_isnumber(L, 2))
j = lua_tonumber(L, 2);
@ -189,11 +202,13 @@ static int lib_setSpr2default(lua_State *L)
break;
}
if (j == free_spr2)
return luaL_error(L, "spr2defaults[] invalid index");
return luaL_error(L, "spr2defaults[] invalid set");
}
else
return luaL_error(L, "spr2defaults[] invalid set");
if (j >= free_spr2)
j = 0; // return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
if (j < 0 || j >= free_spr2)
return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
spr2defaults[i] = j;
return 0;

View file

@ -27,9 +27,6 @@ enum skin {
skin_flags,
skin_realname,
skin_hudname,
skin_charsel,
skin_face,
skin_superface,
skin_ability,
skin_ability2,
skin_thokitem,
@ -66,9 +63,6 @@ static const char *const skin_opt[] = {
"flags",
"realname",
"hudname",
"charsel",
"face",
"superface",
"ability",
"ability2",
"thokitem",
@ -131,24 +125,6 @@ static int skin_get(lua_State *L)
case skin_hudname:
lua_pushstring(L, skin->hudname);
break;
case skin_charsel:
for (i = 0; i < 8; i++)
if (!skin->charsel[i])
break;
lua_pushlstring(L, skin->charsel, i);
break;
case skin_face:
for (i = 0; i < 8; i++)
if (!skin->face[i])
break;
lua_pushlstring(L, skin->face, i);
break;
case skin_superface:
for (i = 0; i < 8; i++)
if (!skin->superface[i])
break;
lua_pushlstring(L, skin->superface, i);
break;
case skin_ability:
lua_pushinteger(L, skin->ability);
break;

View file

@ -2810,8 +2810,8 @@ boolean M_Responder(event_t *ev)
void (*routine)(INT32 choice); // for some casting problem
if (dedicated || (demoplayback && titledemo)
|| gamestate == GS_INTRO || gamestate == GS_CUTSCENE || gamestate == GS_GAMEEND
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
|| gamestate == GS_INTRO || gamestate == GS_ENDING || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION || gamestate == GS_GAMEEND)
return false;
if (noFurtherInput)
@ -3511,6 +3511,7 @@ void M_InitCharacterTables(void)
strcpy(description[i].picname, "");
strcpy(description[i].skinname, "");
description[i].prev = description[i].next = 0;
description[i].pic = NULL;
}
}
@ -7557,8 +7558,19 @@ static void M_SetupChoosePlayer(INT32 choice)
if (i == char_on)
allowed = true;
if (description[i].picname[0] == '\0')
strncpy(description[i].picname, skins[skinnum].charsel, 8);
if (!(description[i].picname[0]))
{
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= 2)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[1];
description[i].pic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else
description[i].pic = W_CachePatchName("MISSING", PU_CACHE);
}
else
description[i].pic = W_CachePatchName(description[i].picname, PU_CACHE);
}
// else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
Z_Free(name);
@ -7712,7 +7724,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
// Draw prev character if it's visible and its number isn't greater than the current one or there's more than two
if (o < 32)
{
patch = W_CachePatchName(description[prev].picname, PU_CACHE);
patch = description[prev].pic;
if (SHORT(patch->width) >= 256)
V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT/2, 0, patch, 0, SHORT(patch->height) + 2*(o-32), SHORT(patch->width), 64 - 2*o);
else
@ -7723,7 +7735,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
// Draw next character if it's visible and its number isn't less than the current one or there's more than two
if (o < 128) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true.
{
patch = W_CachePatchName(description[next].picname, PU_CACHE);
patch = description[next].pic;
if (SHORT(patch->width) >= 256)
V_DrawCroppedPatch(8<<FRACBITS, (my + 168 - o)<<FRACBITS, FRACUNIT/2, 0, patch, 0, 0, SHORT(patch->width), 2*o);
else
@ -7732,7 +7744,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
}
}
patch = W_CachePatchName(description[i].picname, PU_CACHE);
patch = description[i].pic;
if (o >= 0 && o <= 32)
{
if (SHORT(patch->width) >= 256)
@ -8124,9 +8136,16 @@ void M_DrawTimeAttackMenu(void)
V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
// Character face!
if (W_CheckNumForName(skins[cv_chooseskin.value-1].charsel) != LUMPERROR)
{
PictureOfUrFace = W_CachePatchName(skins[cv_chooseskin.value-1].charsel, PU_CACHE);
if (skins[cv_chooseskin.value-1].sprites[SPR2_XTRA].numframes >= 2)
{
spritedef_t *sprdef = &skins[cv_chooseskin.value-1].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[1];
PictureOfUrFace = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else
PictureOfUrFace = W_CachePatchName("MISSING", PU_CACHE);
if (PictureOfUrFace->width >= 256)
V_DrawTinyScaledPatch(224, 120, 0, PictureOfUrFace);
else

View file

@ -316,6 +316,7 @@ typedef struct
char notes[441];
char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
patch_t *pic;
UINT8 prev;
UINT8 next;
} description_t;

View file

@ -3437,13 +3437,13 @@ boolean P_AddWadFile(const char *wadfilename)
ST_UnloadGraphics();
HU_LoadGraphics();
ST_LoadGraphics();
ST_ReloadSkinFaceGraphics();
//
// look for skins
//
R_AddSkins(wadnum); // faB: wadfile index in wadfiles[]
R_PatchSkins(wadnum); // toast: PATCH PATCH
ST_ReloadSkinFaceGraphics();
//
// search for maps

View file

@ -486,7 +486,11 @@ void R_InitSprites(void)
// it can be is do before loading config for skin cvar possible value
R_InitSkins();
for (i = 0; i < numwadfiles; i++)
{
R_AddSkins((UINT16)i);
R_PatchSkins((UINT16)i);
}
ST_ReloadSkinFaceGraphics();
//
// check if all sprites have frames
@ -2503,6 +2507,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
if (!skin)
return 0;
if ((spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(skin->sprites[spr2].numframes)
&& spr2 != SPR2_STND
&& ++i < 32) // recursion limiter
@ -2525,8 +2532,10 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
spr2 = ((player
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
// Use the handy list, that's what it's there for!
default:
@ -2537,6 +2546,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
spr2 |= super;
}
if (i >= 32) // probably an infinite loop...
return 0;
return spr2;
}
@ -2556,9 +2568,6 @@ static void Sk_SetDefaultValue(skin_t *skin)
strcpy(skin->realname, "Someone");
strcpy(skin->hudname, "???");
strncpy(skin->charsel, "CHRSONIC", 9);
strncpy(skin->face, "MISSING", 8);
strncpy(skin->superface, "MISSING", 8);
skin->starttranscolor = 96;
skin->prefcolor = SKINCOLOR_GREEN;
@ -2988,7 +2997,7 @@ void R_AddSkins(UINT16 wadnum)
char *value;
size_t size;
skin_t *skin;
boolean hudname, realname, superface;
boolean hudname, realname;
//
// search for all skin markers in pwad
@ -3018,7 +3027,7 @@ void R_AddSkins(UINT16 wadnum)
skin = &skins[numskins];
Sk_SetDefaultValue(skin);
skin->wadnum = wadnum;
hudname = realname = superface = false;
hudname = realname = false;
// parse
stoken = strtok (buf2, "\r\n= ");
while (stoken)
@ -3094,24 +3103,6 @@ void R_AddSkins(UINT16 wadnum)
if (!realname)
STRBUFCPY(skin->realname, skin->hudname);
}
else if (!stricmp(stoken, "charsel"))
{
strupr(value);
strncpy(skin->charsel, value, sizeof skin->charsel);
}
else if (!stricmp(stoken, "face"))
{
strupr(value);
strncpy(skin->face, value, sizeof skin->face);
if (!superface)
strncpy(skin->superface, value, sizeof skin->superface);
}
else if (!stricmp(stoken, "superface"))
{
superface = true;
strupr(value);
strncpy(skin->superface, value, sizeof skin->superface);
}
else if (!stricmp(stoken, "availability"))
{
skin->availability = atoi(value);
@ -3130,6 +3121,7 @@ next_token:
// Add sprites
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
//ST_LoadFaceGraphics(numskins); -- nah let's do this elsewhere
R_FlushTranslationColormapCache();
@ -3140,9 +3132,6 @@ next_token:
skin_cons_t[numskins].strvalue = skin->name;
#endif
// add face graphics
ST_LoadFaceGraphics(skin->face, skin->superface, numskins);
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddPlayerMD2(numskins);
@ -3265,6 +3254,9 @@ next_token:
// Patch sprites
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
//ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere
R_FlushTranslationColormapCache();
if (!skin->availability) // Safe to print...
CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name);

View file

@ -88,7 +88,6 @@ typedef struct
char realname[SKINNAMESIZE+1]; // Display name for level completion.
char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
char charsel[9], face[9], superface[9]; // Arbitrarily named patch lumps
UINT8 ability; // ability definition
UINT8 ability2; // secondary ability definition

View file

@ -1682,7 +1682,17 @@ void S_StopMusic(void)
if (cv_closedcaptioning.value)
{
if (closedcaptions[0].s-S_sfx == sfx_None)
closedcaptions[0].t = CAPTIONFADETICS;
{
if (gamestate != wipegamestate)
{
closedcaptions[0].c = NULL;
closedcaptions[0].s = NULL;
closedcaptions[0].t = 0;
closedcaptions[0].b = 0;
}
else
closedcaptions[0].t = CAPTIONFADETICS;
}
}
}

View file

@ -226,7 +226,7 @@ void ST_doPaletteStuff(void)
void ST_UnloadGraphics(void)
{
Z_FreeTags(PU_HUDGFX, PU_HUDGFX);
Z_FreeTag(PU_HUDGFX);
}
void ST_LoadGraphics(void)
@ -341,10 +341,24 @@ void ST_LoadGraphics(void)
}
// made separate so that skins code can reload custom face graphics
void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 skinnum)
void ST_LoadFaceGraphics(INT32 skinnum)
{
faceprefix[skinnum] = W_CachePatchName(facestr, PU_HUDGFX);
superprefix[skinnum] = W_CachePatchName(superstr, PU_HUDGFX);
if (skins[skinnum].sprites[SPR2_XTRA].numframes)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[0];
faceprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
if (skins[skinnum].sprites[(SPR2_XTRA|FF_SPR2SUPER)].numframes)
{
sprdef = &skins[skinnum].sprites[SPR2_XTRA|FF_SPR2SUPER];
sprframe = &sprdef->spriteframes[0];
superprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
}
else
superprefix[skinnum] = faceprefix[skinnum]; // not manually freed, okay to set to same pointer
}
else
faceprefix[skinnum] = superprefix[skinnum] = W_CachePatchName("MISSING", PU_HUDGFX); // ditto
facefreed[skinnum] = false;
}
@ -353,7 +367,7 @@ void ST_ReloadSkinFaceGraphics(void)
INT32 i;
for (i = 0; i < numskins; i++)
ST_LoadFaceGraphics(skins[i].face, skins[i].superface, i);
ST_LoadFaceGraphics(i);
}
static inline void ST_InitData(void)

View file

@ -42,7 +42,7 @@ void ST_UnloadGraphics(void);
void ST_LoadGraphics(void);
// face load graphics, called when skin changes
void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 playernum);
void ST_LoadFaceGraphics(INT32 playernum);
void ST_ReloadSkinFaceGraphics(void);
void ST_doPaletteStuff(void);

View file

@ -309,12 +309,14 @@ static boolean InitCube(void)
return true;
}
#ifdef BACKWARDSCOMPATCORRECTION
/*
So it turns out that the way gamma was implemented previously, the default
colour profile of the game was messed up. Since this bad decision has been
around for a long time, and the intent is to keep the base game looking the
same, I'm not gonna be the one to remove this base modification.
toast 20/04/17
... welp yes i am (27/07/19, see the ifdef around it)
*/
const UINT8 correctiontable[256] =
{1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,
@ -333,6 +335,7 @@ const UINT8 correctiontable[256] =
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255};
#endif
// keep a copy of the palette so that we can get the RGB value for a color index at any time.
static void LoadPalette(const char *lumpname)
@ -351,12 +354,18 @@ static void LoadPalette(const char *lumpname)
pal = W_CacheLumpNum(lumpnum, PU_CACHE);
for (i = 0; i < palsize; i++)
{
#ifdef BACKWARDSCOMPATCORRECTION
pMasterPalette[i].s.red = pLocalPalette[i].s.red = correctiontable[*pal++];
pMasterPalette[i].s.green = pLocalPalette[i].s.green = correctiontable[*pal++];
pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = correctiontable[*pal++];
#else
pMasterPalette[i].s.red = pLocalPalette[i].s.red = *pal++;
pMasterPalette[i].s.green = pLocalPalette[i].s.green = *pal++;
pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = *pal++;
#endif
pMasterPalette[i].s.alpha = pLocalPalette[i].s.alpha = 0xFF;
// lerp of colour cubing!
// lerp of colour cubing! if you want, make it smoother yourself
if (cube)
{
float working[4][3];
@ -732,12 +741,15 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
// Center it if necessary
if (!(scrn & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
// if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
{
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
source = (const UINT8 *)(column) + 3;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
if (!column->topdelta)
{
source = (const UINT8 *)(column) + 3;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, source[0]);
}
}
if (vid.width != BASEVIDWIDTH * dupx)
@ -1349,13 +1361,16 @@ static UINT32 V_GetHWConsBackColor(void)
// THANK YOU MPC!!!
// and thanks toaster for cleaning it up.
void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
{
UINT8 *dest;
INT32 u, v;
const UINT8 *deststop;
INT32 u;
UINT8 *fadetable;
UINT32 alphalevel = 0;
UINT8 perplayershuffle = 0;
if (rendermode == render_none)
return;
@ -1369,16 +1384,91 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
}
#endif
if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 13)
alphalevel = hudminusalpha[cv_translucenthud.value];
else if (alphalevel == 14)
alphalevel = 10 - cv_translucenthud.value;
else if (alphalevel == 15)
alphalevel = hudplusalpha[cv_translucenthud.value];
if (alphalevel >= 10)
return; // invis
}
if (splitscreen && (c & V_PERPLAYER))
{
fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
c &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
c &= ~V_SNAPTOTOP;
}
}
}
if (!(c & V_NOSCALESTART))
{
INT32 dupx = vid.dupx, dupy = vid.dupy;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{ // Clear the entire screen, from dest to deststop. Yes, this really works.
memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp);
return;
}
x *= dupx;
y *= dupy;
w *= dupx;
@ -1393,6 +1483,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
x += (vid.width - (BASEVIDWIDTH * dupx));
else if (!(c & V_SNAPTOLEFT))
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
x += (vid.width - (BASEVIDWIDTH * dupx)) / 4;
}
if (vid.height != BASEVIDHEIGHT * dupy)
{
@ -1401,6 +1495,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
y += (vid.height - (BASEVIDHEIGHT * dupy));
else if (!(c & V_SNAPTOTOP))
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
}
}
@ -1423,34 +1521,208 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
h = vid.height-y;
dest = screens[0] + y*vid.width + x;
if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 13)
alphalevel = hudminusalpha[cv_translucenthud.value];
else if (alphalevel == 14)
alphalevel = 10 - cv_translucenthud.value;
else if (alphalevel == 15)
alphalevel = hudplusalpha[cv_translucenthud.value];
if (alphalevel >= 10)
return; // invis
}
deststop = screens[0] + vid.rowbytes * vid.height;
c &= 255;
// Jimita (12-04-2018)
w = min(w, vid.width);
h = min(h, vid.height);
fadetable = ((UINT8 *)transtables + ((alphalevel-1)<<FF_TRANSSHIFT) + (c*256));
for (v = 0; v < h; v++, dest += vid.width)
for (u = 0; u < w; u++)
if (alphalevel)
{
fadetable = ((UINT8 *)transtables + ((alphalevel-1)<<FF_TRANSSHIFT) + (c*256));
for (;(--h >= 0) && dest < deststop; dest += vid.width)
{
if (!alphalevel)
dest[u] = consolebgmap[dest[u]];
else
u = 0;
while (u < w)
{
dest[u] = fadetable[consolebgmap[dest[u]]];
u++;
}
}
}
else
{
for (;(--h >= 0) && dest < deststop; dest += vid.width)
{
u = 0;
while (u < w)
{
dest[u] = consolebgmap[dest[u]];
u++;
}
}
}
}
//
// If color is 0x00 to 0xFF, draw transtable (strength range 0-9).
// Else, use COLORMAP lump (strength range 0-31).
// c is not color, it is for flags only. transparency flags will be ignored.
// IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH!
// I have kept the safety checks for strength out of this function;
// I don't trust Lua users with it, so it doesn't matter.
//
void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength)
{
UINT8 *dest;
const UINT8 *deststop;
INT32 u;
UINT8 *fadetable;
UINT8 perplayershuffle = 0;
if (rendermode == render_none)
return;
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none)
{
// ughhhhh please can someone else do this? thanks ~toast 25/7/19 in 38 degrees centigrade w/o AC
HWR_DrawFadeFill(x, y, w, h, c, color, strength); // toast two days later - left above comment in 'cause it's funny
return;
}
#endif
#if 0 // only if for use in-game, otherwise not worth the processor time
if (splitscreen && (c & V_PERPLAYER))
{
fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
c &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
c &= ~V_SNAPTOTOP;
}
}
}
#endif
if (!(c & V_NOSCALESTART))
{
INT32 dupx = vid.dupx, dupy = vid.dupy;
x *= dupx;
y *= dupy;
w *= dupx;
h *= dupy;
// Center it if necessary
if (vid.width != BASEVIDWIDTH * dupx)
{
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
// so center this imaginary screen
if (c & V_SNAPTORIGHT)
x += (vid.width - (BASEVIDWIDTH * dupx));
else if (!(c & V_SNAPTOLEFT))
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
x += (vid.width - (BASEVIDWIDTH * dupx)) / 4;
}
if (vid.height != BASEVIDHEIGHT * dupy)
{
// same thing here
if (c & V_SNAPTOBOTTOM)
y += (vid.height - (BASEVIDHEIGHT * dupy));
else if (!(c & V_SNAPTOTOP))
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
}
}
if (x >= vid.width || y >= vid.height)
return; // off the screen
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (w <= 0 || h <= 0)
return; // zero width/height wouldn't draw anything
if (x + w > vid.width)
w = vid.width-x;
if (y + h > vid.height)
h = vid.height-y;
dest = screens[0] + y*vid.width + x;
deststop = screens[0] + vid.rowbytes * vid.height;
c &= 255;
fadetable = ((color & 0xFF00) // Color is not palette index?
? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
: ((UINT8 *)transtables + ((9-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
for (;(--h >= 0) && dest < deststop; dest += vid.width)
{
u = 0;
while (u < w)
{
dest[u] = fadetable[dest[u]];
u++;
}
}
}
//

View file

@ -158,6 +158,8 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
// fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(UINT16 color, UINT8 strength);
// available to lua over my dead body, which will probably happen in this heat
void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength);
void V_DrawFadeConsBack(INT32 plines);
void V_DrawPromptBack(INT32 boxheight, INT32 color);