// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file f_finale.c /// \brief Title screen, intro, game evaluation, and credits. #include "doomdef.h" #include "doomstat.h" #include "d_main.h" #include "d_netcmd.h" #include "f_finale.h" #include "g_game.h" #include "hu_stuff.h" #include "r_local.h" #include "s_sound.h" #include "i_video.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "i_system.h" #include "m_menu.h" #include "dehacked.h" #include "g_input.h" #include "console.h" #include "m_random.h" #include "m_misc.h" // moviemode functionality #include "y_inter.h" #include "m_cond.h" #include "p_local.h" #include "p_setup.h" #include "st_stuff.h" // hud hiding #include "fastcmp.h" #include "console.h" #ifdef HAVE_BLUA #include "lua_hud.h" #endif // Stage of animation: // 0 = text, 1 = art screen static INT32 finalecount; INT32 titlescrollxspeed = 80; INT32 titlescrollyspeed = 0; UINT8 titlemapinaction = TITLEMAP_OFF; static INT32 timetonext; // Delay between screen changes static INT32 continuetime; // Short delay when continuing static tic_t animtimer; // Used for some animation timings static INT16 skullAnimCounter; // Prompts: Chevron animation static INT32 deplete; static tic_t stoptimer; static boolean keypressed = false; // (no longer) De-Demo'd Title Screen 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; static UINT8 curDemo = 0; static UINT32 demoDelayLeft; static UINT32 demoIdleLeft; static patch_t *ttbanner; // white banner with "robo blast" and "2" static patch_t *ttwing; // wing background static patch_t *ttsonic; // "SONIC" static patch_t *ttswave1; // Title Sonics static patch_t *ttswave2; static patch_t *ttswip1; static patch_t *ttsprep1; static patch_t *ttsprep2; static patch_t *ttspop1; static patch_t *ttspop2; static patch_t *ttspop3; static patch_t *ttspop4; static patch_t *ttspop5; static patch_t *ttspop6; static patch_t *ttspop7; static 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 patch_t *endescp[5]; // escape pod + flame static INT32 sparkloffs[3][2]; // eggrock explosions/blackrock sparkles static INT32 sparklloop; // // PROMPT STATE // boolean promptactive = false; static mobj_t *promptmo; static INT16 promptpostexectag; static boolean promptblockcontrols; static char *promptpagetext = NULL; static INT32 callpromptnum = INT32_MAX; static INT32 callpagenum = INT32_MAX; static INT32 callplayer = INT32_MAX; // // 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) { S_StopMusic(); S_StopSounds(); 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" "the control room and for what he thought\n" "would be the last time,\xB4 defeated\n" "Dr. Eggman.\n#"); introtext[3] = M_GetText( "\nWhat 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( "\xA8""About every five years, a strange asteroid\n" "hovers around the planet.\xBF It suddenly\n" "appears from nowhere, circles around, and\n" "\xB6- just as mysteriously as it arrives -\xB6\n" "vanishes after only one week.\xBF\n" "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( "It was hours later\n" "that he had an\n" "idea. \xBF\xA7\"The Black\n" "Rock has a large\n" "amount of energy\n" "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\nBefore beginning his scheme,\n" "Eggman decided to give Sonic\n" "a reunion party...\n#"); introtext[8] = M_GetText( "\xA5\"PRE-""\xB6""PARING-""\xB6""TO-""\xB4""FIRE-\xB6IN-""\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" "began to count down as he saw the\n" "Greenflower mountain on the monitor.\n#"); 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" "ran up slopes, skimmed over water,\n" "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" "zone, and pushed himself harder.\xB4 Finally,\n" "the mountain appeared on the horizon.\xD2\xD2\n" "\xA5\"3...\xD2""2...\xD2""1...\xD2""Zero.\"\n#"); introtext[11] = M_GetText( "Greenflower Mountain was no more.\xC4\n" "Sonic arrived just in time to see what\n" "little of the 'ruins' were left.\n" "The natural beauty of the zone\n" "had been obliterated.\n#"); introtext[12] = M_GetText( "\xA7\"You're not quite as gone as we thought,\n" "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" "the once-perfect\n" "mountainside\n" "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\xA7let'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; finalecount = animtimer = skullAnimCounter = stoptimer = 0; 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) S_ChangeMusicInternal("_stjr", false); x = (BASEVIDWIDTH< 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< 4*TICRATE) { // Door is being raised! int ftime = (finalecount-TICRATE/2-4*TICRATE); y -= FixedDiv((ftime*ftime)< 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 { F_SkyScroll(80*4, 0, "TITLESKY"); 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); } { // 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); } } } W_UnlockCachedPatch(background); if (intro_scenenum == 4) // The asteroid SPINS! { if (intro_curtime > 1) { INT32 worktics = intro_curtime - 1; INT32 scale = FRACUNIT; patch_t *rockpat; UINT8 *colormap = NULL; patch_t *glow; INT32 trans = 0; INT32 x = ((BASEVIDWIDTH - 64)<= 5) trans = (worktics-5)>>1; if (trans < 10) V_DrawFixedPatch(x, y, scale, trans< 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); } V_DrawString(cx, cy, V_ALLOWLOWERCASE, cutscene_disptext); } // // F_IntroDrawer // void F_IntroDrawer(void) { if (timetonext <= 0) { if (intro_scenenum == 0) { if (rendermode != render_none) { F_WipeStartScreen(); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); F_WipeEndScreen(); F_RunWipe(99,true); } S_ChangeMusicInternal("_intro", false); } 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. =) { 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) { while (!((nowtime = I_GetTime()) - lasttime)) I_Sleep(); lasttime = nowtime; 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 if (moviemode) // make sure we save frames for the white hold too M_SaveFrame(); } } D_StartTitle(); wipegamestate = GS_INTRO; 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[] = { "\1Sonic Robo Blast II", "\1Credits", "", "\1Game Design", "Ben \"Mystic\" Geyer", "\"SSNTails\"", "Johnny \"Sonikku\" Wallbank", "", "\1Programming", "Alam \"GBC\" Arias", "Logan \"GBA\" Arias", "Callum Dickinson", "Scott \"Graue\" Feeney", "Nathan \"Jazz\" Giroux", "Vivian \"toaster\" Grannell", "Kepa \"Nev3r\" Iceta", "Thomas \"Shadow Hog\" Igoe", "Iestyn \"Monster Iestyn\" Jealous", "Ronald \"Furyhunter\" Kinard", // The SDL2 port "John \"JTE\" Muniz", "Ehab \"Wolfy\" Saeed", "\"Kaito Sinclaire\"", "\"SSNTails\"", "Marco \"mazmazz\" Zafra", "", "\1Programming", "\1Assistance", "\"chi.miru\"", // helped port slope drawing code from ZDoom "Andrew \"orospakr\" Clunis", "Sally \"TehRealSalt\" Cochenour", "Gregor \"Oogaland\" Dick", "Louis-Antoine \"LJSonic\" de Moulins", // for fixing 2.1's netcode (de Rochefort doesn't quite fit on the screen sorry lol) "Victor \"Steel Titanium\" Fuentes", "Julio \"Chaos Zero 64\" Guir", "\"Jimita\"", "\"Kalaron\"", // Coded some of Sryder13's collection of OpenGL fixes, especially fog "\"Lat'\"", // SRB2-CHAT, the chat window from Kart "Matthew \"Shuffle\" Marsalko", "Steven \"StroggOnMeth\" McGranahan", "\"Morph\"", // For SRB2Morphed stuff "Colin \"Sonict\" Pfaff", "Sean \"Sryder13\" Ryder", "Tasos \"tatokis\" Sahanidis", // Corrected C FixedMul, making 64-bit builds netplay compatible "Ben \"Cue\" Woodford", // 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". "", "\1Sprite Artists", "\"Iceman404\"", "Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D: "Sally \"TehRealSalt\" Cochenour", "Jim \"MotorRoach\" DeMello", "Desmond \"Blade\" DesJardins", "Sherman \"CoatRack\" DesJardins", "Vivian \"toaster\" Grannell", "Andrew \"Senku Niola\" Moran", "David \"Instant Sonic\" Spencer Jr.", "\"SSNTails\"", "", "\1Texture Artists", "Ryan \"Blaze Hedgehog\" Bloom", "Buddy \"KinkaJoy\" Fischer", "Vivian \"toaster\" Grannell", "Kepa \"Nev3r\" Iceta", "Jarrett \"JEV3\" Voight", "", "\1Music and Sound", "\1Production", "Malcolm \"RedXVI\" Brown", "Dave \"DemonTomatoDave\" Bulmer", "Paul \"Boinciel\" Clempson", "Cyan Helkaraxe", "Kepa \"Nev3r\" Iceta", "Iestyn \"Monster Iestyn\" Jealous", "Jarel \"Arrow\" Jones", "Stefan \"Stuf\" Rimalia", "Shane Mychal Sexton", "\"Spazzo\"", "David \"Big Wave Dave\" Spencer Sr.", "David \"Instant Sonic\" Spencer Jr.", "\"SSNTails\"", "", "\1Level Design", "Matthew \"Fawfulfan\" Chapman", "Paul \"Boinciel\" Clempson", "Desmond \"Blade\" DesJardins", "Sherman \"CoatRack\" DesJardins", "Ben \"Mystic\" Geyer", "Nathan \"Jazz\" Giroux", "Vivian \"toaster\" Grannell", "Dan \"Blitzzo\" Hagerstrand", "Kepa \"Nev3r\" Iceta", "Thomas \"Shadow Hog\" Igoe", "\"Kaito Sinclaire\"", "Wessel \"sphere\" Smit", "\"Spazzo\"", "\"SSNTails\"", "Rob Tisdell", "\"Torgo\"", "Jarrett \"JEV3\" Voight", "Johnny \"Sonikku\" Wallbank", "Marco \"mazmazz\" Zafra", "", "\1Boss Design", "Ben \"Mystic\" Geyer", "Vivian \"toaster\" Grannell", "Thomas \"Shadow Hog\" Igoe", "John \"JTE\" Muniz", "Samuel \"Prime 2.0\" Peters", "\"SSNTails\"", "Johnny \"Sonikku\" Wallbank", "", "\1Testing", "Hank \"FuriousFox\" Brannock", "Cody \"SRB2 Playah\" Koester", "Skye \"OmegaVelocity\" Meredith", "Stephen \"HEDGESMFG\" Moellering", "Nick \"ST218\" Molina", "Samuel \"Prime 2.0\" Peters", "Colin \"Sonict\" Pfaff", "Bill \"Tets\" Reed", "", "\1Special Thanks", "iD Software", "Doom Legacy Project", "FreeDoom Project", // Used some of the mancubus and rocket launcher sprites for Brak "Alex \"MistaED\" Fuller", "Pascal \"CodeImp\" vd Heiden", // Doom Builder developer "Randi Heit ()", // For their MSPaint sprite that we nicked "Simon \"sirjuddington\" Judd", // SLADE developer // Acknowledged here are the following: // Minor merge request authors, see guideline above // - 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 "SRB2 Community Contributors", "", "\1Produced By", "Sonic Team Junior", "", "\1Published By", "A 28K dialup modem", "", "\1Thank you", "\1for playing!", NULL }; static struct { UINT32 x, y; const char *patch; } credits_pics[] = { { 8, 80+200* 1, "CREDIT01"}, { 4, 80+200* 2, "CREDIT13"}, {250, 80+200* 3, "CREDIT12"}, { 8, 80+200* 4, "CREDIT03"}, {248, 80+200* 5, "CREDIT11"}, { 8, 80+200* 6, "CREDIT04"}, {112, 80+200* 7, "CREDIT10"}, {240, 80+200* 8, "CREDIT05"}, {120, 80+200* 9, "CREDIT06"}, { 8, 80+200*10, "CREDIT07"}, { 8, 80+200*11, "CREDIT08"}, {112, 80+200*12, "CREDIT09"}, {0, 0, NULL} }; void F_StartCredits(void) { G_SetGamestate(GS_CREDITS); // Just in case they're open ... somehow M_ClearMenus(true); // Save the second we enter the credits if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0) G_SaveGame((UINT32)cursaveslot); if (creditscutscene) { F_StartCustomCutscene(creditscutscene - 1, false, false); return; } gameaction = ga_nothing; paused = false; CON_ToggleOff(); S_StopMusic(); S_StopSounds(); S_ChangeMusicInternal("_creds", false); finalecount = 0; animtimer = 0; timetonext = 2*TICRATE; } void F_CreditDrawer(void) { UINT16 i; fixed_t y = (80<>1); // Dim the background V_DrawFadeScreen(0xFF00, 16); // Draw credits text on top for (i = 0; credits[i]; i++) { switch(credits[i][0]) { case 0: y += 80<>FRACBITS > -20) V_DrawCreditString((160 - (V_CreditStringWidth(&credits[i][1])>>1))<>FRACBITS > -10) V_DrawStringAtFixed(32< vid.height) break; } } void F_CreditTicker(void) { // "Simulate" the drawing of the credits so that dedicated mode doesn't get stuck UINT16 i; fixed_t y = (80< vid.height) break; } // Do this here rather than in the drawer you doofus! (this is why dedicated mode broke at credits) if (!credits[i] && y <= 120<data1; // remap virtual keys (mouse & joystick buttons) switch (key) { case KEY_MOUSE1: key = KEY_ENTER; break; case KEY_MOUSE1 + 1: key = KEY_BACKSPACE; break; case KEY_JOY1: case KEY_JOY1 + 2: key = KEY_ENTER; break; case KEY_JOY1 + 3: key = 'n'; break; case KEY_JOY1 + 1: key = KEY_BACKSPACE; break; case KEY_HAT1: key = KEY_UPARROW; break; case KEY_HAT1 + 1: key = KEY_DOWNARROW; break; case KEY_HAT1 + 2: key = KEY_LEFTARROW; break; case KEY_HAT1 + 3: key = KEY_RIGHTARROW; break; } if (!(timesBeaten) && !(netgame || multiplayer) && !cv_debug) return false; if (event->type != ev_keydown) return false; if (key != KEY_ESCAPE && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE) return false; if (keypressed) return true; keypressed = true; return true; } // ============ // EVALUATION // ============ #define SPARKLLOOPTIME 7 // must be odd void F_StartGameEvaluation(void) { // Credits option in secrets menu if (cursaveslot == -1) { F_StartGameEnd(); return; } G_SetGamestate(GS_EVALUATION); // Just in case they're open ... somehow M_ClearMenus(true); // Save the second we enter the evaluation // We need to do this again! Remember, it's possible a mod designed skipped // the credits sequence! if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot > 0) G_SaveGame((UINT32)cursaveslot); goodending = (ALL7EMERALDS(emeralds)); gameaction = ga_nothing; paused = false; CON_ToggleOff(); finalecount = -1; sparklloop = 0; } void F_GameEvaluationDrawer(void) { INT32 x, y, i; angle_t fa; INT32 eemeralds_cur; char patchname[7] = "CEMGx0"; const char* endingtext = (goodending ? "CONGRATULATIONS!" : "TRY AGAIN..."); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Draw all the good crap here. 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)<= 5) trans = (finalecount-5)>>1; if (trans < 10) V_DrawFixedPatch(x, y, scale, trans< (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 { 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<>ANGLETOFINESHIFT) & FINEMASK; x = (BASEVIDWIDTH<<(FRACBITS-1)) + (60*FINECOSINE(fa)); y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + (60*FINESINE(fa)); eemeralds_cur += (360<= 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\nawarded in\nsingle player!"); else V_DrawString(8, 96, V_YELLOWMAP, "Prizes not\nawarded in\nmodified games!"); } #endif } void F_GameEvaluationTicker(void) { if (++finalecount > 10*TICRATE) { F_StartGameEnd(); return; } if (!goodending) { if (sparklloop) sparklloop--; if (finalecount == (5*TICRATE)/2 || finalecount == (7*TICRATE)/2 || finalecount == ((7*TICRATE)/2)+5) { S_StartSound(NULL, sfx_s3k5c); sparklloop = 10; } } else if (++sparklloop == SPARKLLOOPTIME) // time to roll the randomisation again { angle_t workingangle = FixedAngle((M_RandomKey(360))<>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< 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)*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); endescp[0] = W_CachePatchName("ENDESCP0", PU_LEVEL); endescp[1] = W_CachePatchName("ENDESCP1", PU_LEVEL); endescp[2] = W_CachePatchName("ENDESCP2", PU_LEVEL); endescp[3] = W_CachePatchName("ENDESCP3", PU_LEVEL); endescp[4] = W_CachePatchName("ENDESCP4", 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) { if (++finalecount > INFLECTIONPOINT*2) { F_StartCredits(); wipetypepre = INT16_MAX; return; } if (goodending && finalecount == INFLECTIONPOINT) // 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 { angle_t workingangle = FixedAngle((M_RandomRange(-170, 80))<>ANGLETOFINESHIFT; fixed_t workingradius = M_RandomKey(26); sparkloffs[0][0] = (30< -19) { INT32 trans = (-parallaxticker)>>1; if (trans < 0) trans = 0; V_DrawFixedPatch((200< 0) // gunchedrock { INT32 scale = FRACUNIT + ((parallaxticker-10)<<7); INT32 trans = parallaxticker>>2; UINT8 *colormap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_JET, GTC_CACHE); if (parallaxticker < 10) { tweakx = parallaxticker< 0) { i -= (3+(tweakx<<1)); j += tweaky<<2; } if (parallaxticker <= 70) // eggrock/blackrock { 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[0][0] < 30< INFLECTIONPOINT) parallaxticker -= 40; if ((-parallaxticker/4) < 5) { trans = (-parallaxticker/4) + 5; if (trans < 0) trans = 0; V_DrawFixedPatch(x, y, scale, trans< 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< INFLECTIONPOINT) { if (finalecount < INFLECTIONPOINT+10) V_DrawFixedPatch(x, y, scale, (finalecount-INFLECTIONPOINT)<= 3 && doexplosions) { INT32 boomtime = parallaxticker - sparklloop; x = ((((BASEVIDWIDTH-82)/2)+11)< INFLECTIONPOINT && finalecount < INFLECTIONPOINT+10) V_DrawScaledPatch(BASEVIDWIDTH/2, BASEVIDHEIGHT/2, (finalecount-INFLECTIONPOINT)<= TICRATE && finalecount < INFLECTIONPOINT) { INT32 workingtime = finalecount - TICRATE; fixed_t radius = ((vid.width/vid.dupx)*(INFLECTIONPOINT - TICRATE - workingtime))/(INFLECTIONPOINT - TICRATE); angle_t fa; INT32 eemeralds_cur[4]; char patchname[7] = "CEMGx0"; radius <<= FRACBITS; for (i = 0; i < 4; ++i) { if (i == 1) workingtime -= sparklloop; else if (i) workingtime -= SPARKLLOOPTIME; eemeralds_cur[i] = (workingtime % 360)<>ANGLETOFINESHIFT) & FINEMASK; x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius); y = (BASEVIDHEIGHT<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius); eemeralds_cur[j] += (360<>ANGLETOFINESHIFT) & FINEMASK; x = (BASEVIDWIDTH<<(FRACBITS-1)) + FixedMul(FINECOSINE(fa),radius); y = ((BASEVIDHEIGHT+16)<<(FRACBITS-1)) + FixedMul(FINESINE(fa),radius); eemeralds_cur[0] += (360< 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) { //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 V_DrawCenteredString(BASEVIDWIDTH/2, 8, V_ALLOWLOWERCASE|(trans<'|(trans<= (2*INFLECTIONPOINT)-TICRATE) ? V_PURPLEMAP : V_BLUEMAP)|(trans<"); } if (finalecount > (2*INFLECTIONPOINT)-(20+(2*TICRATE))) { INT32 trans2 = abs((5*FINECOSINE((FixedAngle((finalecount*5)<>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< 0) timetonext--; else D_StartTitle(); } // ============== // TITLE SCREEN // ============== 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; curbghide = true; // 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); } void F_StartTitleScreen(void) { if (menupres[MN_MAIN].musname[0]) S_ChangeMusic(menupres[MN_MAIN].musname, menupres[MN_MAIN].mustrack, menupres[MN_MAIN].muslooping); else S_ChangeMusicInternal("_title", looptitle); if (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS) { finalecount = 0; wipetypepost = menupres[MN_MAIN].enterwipe; } else wipegamestate = GS_TITLESCREEN; if (titlemap) { mapthing_t *startpos; gamestate_t prevwipegamestate = wipegamestate; titlemapinaction = TITLEMAP_LOADING; titlemapcameraref = NULL; gamemap = titlemap; if (!mapheaderinfo[gamemap-1]) P_AllocMapHeader(gamemap-1); maptol = mapheaderinfo[gamemap-1]->typeoflevel; globalweather = mapheaderinfo[gamemap-1]->weather; G_DoLoadLevel(true); if (!titlemap) return; players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater) // 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 } camera.chase = true; camera.height = 0; // Run enter linedef exec for MN_MAIN, since this is where we start if (menupres[MN_MAIN].entertag) P_LinedefExecute(menupres[MN_MAIN].entertag, players[displayplayer].mo, NULL); wipegamestate = prevwipegamestate; } else { titlemapinaction = TITLEMAP_OFF; gamemap = 1; // g_game.c CON_ClearHUD(); } G_SetGamestate(GS_TITLESCREEN); // IWAD dependent stuff. animtimer = skullAnimCounter = 0; demoDelayLeft = demoDelayTime; demoIdleLeft = demoIdleTime; ttbanner = W_CachePatchName("TTBANNER", PU_LEVEL); ttwing = W_CachePatchName("TTWING", PU_LEVEL); ttsonic = W_CachePatchName("TTSONIC", PU_LEVEL); ttswave1 = W_CachePatchName("TTSWAVE1", PU_LEVEL); ttswave2 = W_CachePatchName("TTSWAVE2", PU_LEVEL); ttswip1 = W_CachePatchName("TTSWIP1", PU_LEVEL); ttsprep1 = W_CachePatchName("TTSPREP1", PU_LEVEL); ttsprep2 = W_CachePatchName("TTSPREP2", PU_LEVEL); ttspop1 = W_CachePatchName("TTSPOP1", PU_LEVEL); ttspop2 = W_CachePatchName("TTSPOP2", PU_LEVEL); ttspop3 = W_CachePatchName("TTSPOP3", PU_LEVEL); ttspop4 = W_CachePatchName("TTSPOP4", PU_LEVEL); ttspop5 = W_CachePatchName("TTSPOP5", PU_LEVEL); ttspop6 = W_CachePatchName("TTSPOP6", PU_LEVEL); ttspop7 = W_CachePatchName("TTSPOP7", PU_LEVEL); } // (no longer) De-Demo'd Title Screen void F_TitleScreenDrawer(void) { boolean hidepics; if (modeattacking) return; // We likely came here from retrying. Don't do a damn thing. // Draw that sky! if (curbgcolor >= 0) V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, curbgcolor); else if (!curbghide || !titlemapinaction || gamestate == GS_WAITINGPLAYERS) F_SkyScroll(curbgxspeed, curbgyspeed, curbgname); // Don't draw outside of the title screen, or if the patch isn't there. if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS)) return; // rei|miru: use title pics? hidepics = curhidepics; if (hidepics) #ifdef HAVE_BLUA goto luahook; #else return; #endif V_DrawScaledPatch(30, 14, 0, ttwing); if (finalecount < 57) { if (finalecount == 35) V_DrawScaledPatch(115, 15, 0, ttspop1); else if (finalecount == 36) V_DrawScaledPatch(114, 15, 0,ttspop2); else if (finalecount == 37) V_DrawScaledPatch(113, 15, 0,ttspop3); else if (finalecount == 38) V_DrawScaledPatch(112, 15, 0,ttspop4); else if (finalecount == 39) V_DrawScaledPatch(111, 15, 0,ttspop5); else if (finalecount == 40) V_DrawScaledPatch(110, 15, 0, ttspop6); else if (finalecount >= 41 && finalecount <= 44) V_DrawScaledPatch(109, 15, 0, ttspop7); else if (finalecount >= 45 && finalecount <= 48) V_DrawScaledPatch(108, 12, 0, ttsprep1); else if (finalecount >= 49 && finalecount <= 52) V_DrawScaledPatch(107, 9, 0, ttsprep2); else if (finalecount >= 53 && finalecount <= 56) V_DrawScaledPatch(106, 6, 0, ttswip1); V_DrawScaledPatch(93, 106, 0, ttsonic); } else { V_DrawScaledPatch(93, 106, 0,ttsonic); if (finalecount/5 & 1) V_DrawScaledPatch(100, 3, 0,ttswave1); else V_DrawScaledPatch(100,3, 0,ttswave2); } V_DrawScaledPatch(48, 142, 0,ttbanner); #ifdef HAVE_BLUA luahook: LUAh_TitleHUD(); #endif } // separate animation timer for backgrounds, since we also count // during GS_TIMEATTACK void F_MenuPresTicker(boolean run) { if (run) menuanimtimer++; } // (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; // Execute the titlemap camera settings if (titlemapinaction) { thinker_t *th; mobj_t *mo2; mobj_t *cameraref = NULL; // If there's a Line 422 Switch Cut-Away view, don't force us. if (!titlemapcameraref || titlemapcameraref->type != MT_ALTVIEWMAN) { for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (!mo2) continue; if (mo2->type != MT_ALTVIEWMAN) continue; cameraref = titlemapcameraref = mo2; break; } } else cameraref = titlemapcameraref; if (cameraref) { camera.x = cameraref->x; camera.y = cameraref->y; camera.z = cameraref->z; camera.angle = cameraref->angle; camera.aiming = cameraref->cusval; camera.subsector = cameraref->subsector; } else { // Default behavior: Do a lil' camera spin if a title map is loaded; camera.angle += titlescrollxspeed*ANG1/64; } } // 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); S_ChangeMusicInternal("_conti", false); S_StopSounds(); timetonext = TICRATE*11; } // // F_ContinueDrawer // Moved continuing out of the HUD (hack removal!!) // void F_ContinueDrawer(void) { patch_t *contsonic; INT32 i, x = (BASEVIDWIDTH/2) + 4, ncontinues = players[consoleplayer].continues; if (ncontinues > 20) ncontinues = 20; if (imcontinuing) contsonic = W_CachePatchName("CONT2", PU_CACHE); else contsonic = W_CachePatchName("CONT1", PU_CACHE); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); V_DrawCenteredString(BASEVIDWIDTH/2, 100, 0, "CONTINUE?"); // Draw a Sonic! V_DrawScaledPatch((BASEVIDWIDTH - SHORT(contsonic->width))/2, 32, 0, contsonic); // Draw the continue markers! Show continues minus one. x -= ncontinues * 6; for (i = 0; i < ncontinues; ++i) V_DrawContinueIcon(x + (i*12), 140, 0, players[consoleplayer].skin, players[consoleplayer].skincolor); V_DrawCenteredString(BASEVIDWIDTH/2, 168, 0, va("\x82*\x80" " %02d " "\x82*\x80", timetonext/TICRATE)); } void F_ContinueTicker(void) { if (!imcontinuing) { // note the setup to prevent 2x reloading if (timetonext >= 0) timetonext--; if (timetonext == 0) Command_ExitGame_f(); } else { // note the setup to prevent 2x reloading if (continuetime >= 0) continuetime--; if (continuetime == 0) G_Continue(); } } boolean F_ContinueResponder(event_t *event) { INT32 key = event->data1; if (keypressed) return true; if (timetonext >= 21*TICRATE/2) return false; if (event->type != ev_keydown) return false; // remap virtual keys (mouse & joystick buttons) switch (key) { case KEY_ENTER: case KEY_SPACE: case KEY_MOUSE1: case KEY_JOY1: case KEY_JOY1 + 2: break; default: return false; } keypressed = true; imcontinuing = true; continuetime = TICRATE; S_StartSound(NULL, sfx_itemup); return true; } // ================== // CUSTOM CUTSCENES // ================== static INT32 scenenum, cutnum; static INT32 picxpos, picypos, picnum, pictime, picmode, numpics, pictoloop; static INT32 textxpos, textypos; static boolean dofadenow = false, cutsceneover = false; static boolean runningprecutscene = false, precutresetplayer = false; static void F_AdvanceToNextScene(void) { // Don't increment until after endcutscene check // (possible overflow / bad patch names from the one tic drawn before the fade) if (scenenum+1 >= cutscenes[cutnum]->numscenes) { F_EndCutScene(); return; } ++scenenum; timetonext = 0; stoptimer = 0; picnum = 0; picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum]; picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum]; if (cutscenes[cutnum]->scene[scenenum].musswitch[0]) S_ChangeMusicEx(cutscenes[cutnum]->scene[scenenum].musswitch, cutscenes[cutnum]->scene[scenenum].musswitchflags, cutscenes[cutnum]->scene[scenenum].musicloop, cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0); // Fade to the next dofadenow = true; F_NewCutscene(cutscenes[cutnum]->scene[scenenum].text); picnum = 0; picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum]; picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum]; textxpos = cutscenes[cutnum]->scene[scenenum].textxpos; textypos = cutscenes[cutnum]->scene[scenenum].textypos; animtimer = pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum]; } void F_EndCutScene(void) { cutsceneover = true; // do this first, just in case G_EndGame or something wants to turn it back false later if (runningprecutscene) { if (server) D_MapChange(gamemap, gametype, 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 G_EndGame(); } } void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer) { if (!cutscenes[cutscenenum]) return; G_SetGamestate(GS_CUTSCENE); if (wipegamestate == GS_CUTSCENE) wipegamestate = -1; 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; if (cutscenes[cutnum]->scene[0].musswitch[0]) S_ChangeMusicEx(cutscenes[cutnum]->scene[0].musswitch, cutscenes[cutnum]->scene[0].musswitchflags, cutscenes[cutnum]->scene[0].musicloop, cutscenes[cutnum]->scene[scenenum].musswitchposition, 0, 0); else S_StopMusic(); S_StopSounds(); } // // F_CutsceneDrawer // void F_CutsceneDrawer(void) { if (dofadenow && rendermode != render_none) { F_WipeStartScreen(); // Fade to any palette color you want. if (cutscenes[cutnum]->scene[scenenum].fadecolor) { V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,cutscenes[cutnum]->scene[scenenum].fadecolor); F_WipeEndScreen(); F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true); F_WipeStartScreen(); } } V_DrawFill(0,0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); if (cutscenes[cutnum]->scene[scenenum].picname[picnum][0] != '\0') { if (cutscenes[cutnum]->scene[scenenum].pichires[picnum]) V_DrawSmallScaledPatch(picxpos, picypos, 0, W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE)); else V_DrawScaledPatch(picxpos,picypos, 0, W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE)); } if (dofadenow && rendermode != render_none) { F_WipeEndScreen(); F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true); } V_DrawString(textxpos, textypos, V_ALLOWLOWERCASE, cutscene_disptext); } void F_CutsceneTicker(void) { INT32 i; // Online clients tend not to instantly get the map change, so just wait // and don't send 30 of them. if (cutsceneover) return; // advance animation finalecount++; cutscene_boostspeed = 0; dofadenow = false; for (i = 0; i < MAXPLAYERS; i++) { if (netgame && i != serverplayer && !IsPlayerAdmin(i)) continue; if (players[i].cmd.buttons & BT_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; } // ================== // TEXT PROMPTS // ================== 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; } 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 } 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); promptpagetext = (pagetext && pagetext[0]) ? V_WordWrap(textx, textr, 0, pagetext) : Z_StrDup(""); F_NewCutscene(promptpagetext); cutscene_textspeed = textprompts[cutnum]->page[scenenum].textspeed ? textprompts[cutnum]->page[scenenum].textspeed : TICRATE/5; 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 } static void F_AdvanceToNextPage(void) { 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, oldcutnum = cutnum; if (textprompts[cutnum]->page[scenenum].nexttag[0]) F_GetPromptPageByNamedTag(textprompts[cutnum]->page[scenenum].nexttag, &nextprompt, &nextpage); // determine next prompt if (nextprompt != INT32_MAX) { if (nextprompt <= MAX_PROMPTS && textprompts[nextprompt]) cutnum = nextprompt; else cutnum = INT32_MAX; } // determine next page if (nextpage != INT32_MAX) { if (cutnum != INT32_MAX) { scenenum = nextpage; if (scenenum >= MAX_PAGES || scenenum > textprompts[cutnum]->numpages-1) scenenum = INT32_MAX; } } else { if (cutnum != oldcutnum) scenenum = 0; else if (scenenum + 1 < MAX_PAGES && scenenum < textprompts[cutnum]->numpages-1) scenenum++; else scenenum = INT32_MAX; } // close the prompt if either num is invalid if (cutnum == INT32_MAX || scenenum == INT32_MAX) F_EndTextPrompt(false, false); else { // 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; F_PreparePageText(textprompts[cutnum]->page[scenenum].text); // gfx picnum = textprompts[cutnum]->page[scenenum].pictostart; numpics = textprompts[cutnum]->page[scenenum].numpics; picmode = textprompts[cutnum]->page[scenenum].picmode; pictoloop = textprompts[cutnum]->page[scenenum].pictoloop > 0 ? textprompts[cutnum]->page[scenenum].pictoloop - 1 : 0; picxpos = textprompts[cutnum]->page[scenenum].xcoord[picnum]; picypos = textprompts[cutnum]->page[scenenum].ycoord[picnum]; animtimer = pictime = textprompts[cutnum]->page[scenenum].picduration[picnum]; // music change if (textprompts[cutnum]->page[scenenum].musswitch[0]) S_ChangeMusic(textprompts[cutnum]->page[scenenum].musswitch, textprompts[cutnum]->page[scenenum].musswitchflags, textprompts[cutnum]->page[scenenum].musicloop); } } void F_EndTextPrompt(boolean forceexec, boolean noexec) { boolean promptwasactive = promptactive; promptactive = false; callpromptnum = callpagenum = callplayer = INT32_MAX; if (promptwasactive) { if (promptmo && promptmo->player && promptblockcontrols) promptmo->reactiontime = TICRATE/4; // prevent jumping right away // \todo account freeze realtime for this) // \todo reset frozen realtime? } // \todo net safety, maybe loop all player thinkers? if ((promptwasactive || forceexec) && !noexec && promptpostexectag) { 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(); } } } void F_StartTextPrompt(INT32 promptnum, INT32 pagenum, mobj_t *mo, UINT16 postexectag, boolean blockcontrols, boolean freezerealtime) { INT32 i; // 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; // \todo proper netgame support if (netgame) { F_EndTextPrompt(true, false); // run the post-effects immediately return; } // 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; // Set up state promptmo = mo; promptpostexectag = postexectag; promptblockcontrols = blockcontrols; (void)freezerealtime; // \todo freeze player->realtime, maybe this needs to cycle through player thinkers // Initialize current prompt and scene callpromptnum = promptnum; callpagenum = pagenum; cutnum = (promptnum < MAX_PROMPTS && textprompts[promptnum]) ? promptnum : INT32_MAX; scenenum = (cutnum != INT32_MAX && pagenum < MAX_PAGES && pagenum <= textprompts[cutnum]->numpages-1) ? pagenum : INT32_MAX; promptactive = (cutnum != INT32_MAX && scenenum != INT32_MAX); if (promptactive) { // 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; F_PreparePageText(textprompts[cutnum]->page[scenenum].text); // gfx picnum = textprompts[cutnum]->page[scenenum].pictostart; numpics = textprompts[cutnum]->page[scenenum].numpics; picmode = textprompts[cutnum]->page[scenenum].picmode; pictoloop = textprompts[cutnum]->page[scenenum].pictoloop > 0 ? textprompts[cutnum]->page[scenenum].pictoloop - 1 : 0; picxpos = textprompts[cutnum]->page[scenenum].xcoord[picnum]; picypos = textprompts[cutnum]->page[scenenum].ycoord[picnum]; animtimer = pictime = textprompts[cutnum]->page[scenenum].picduration[picnum]; // music change if (textprompts[cutnum]->page[scenenum].musswitch[0]) S_ChangeMusic(textprompts[cutnum]->page[scenenum].musswitch, textprompts[cutnum]->page[scenenum].musswitchflags, textprompts[cutnum]->page[scenenum].musicloop); // get the calling player if (promptblockcontrols && mo && mo->player) { for (i = 0; i < MAXPLAYERS; i++) { if (players[i].mo == mo) { callplayer = i; break; } } } } else F_EndTextPrompt(true, false); // run the post-effects immediately } 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 gcs = G_GetControlScheme(gamecontrol, gcl_movement, num_gcl_movement); else if (!strncmp(tag, "TAC", 3)) // Camera { // 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); 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 gcs = G_GetControlScheme(gamecontrol, gcl_movement_camera, num_gcl_movement_camera); else if (!strncmp(tag, "TAJ", 3)) // Jump gcs = G_GetControlScheme(gamecontrol, gcl_jump, num_gcl_jump); else if (!strncmp(tag, "TAS", 3)) // Spin gcs = G_GetControlScheme(gamecontrol, gcl_use, num_gcl_use); else if (!strncmp(tag, "TAA", 3)) // Char ability gcs = G_GetControlScheme(gamecontrol, gcl_jump, num_gcl_jump); else if (!strncmp(tag, "TAW", 3)) // Shield ability gcs = G_GetControlScheme(gamecontrol, gcl_jump_use, num_gcl_jump_use); else gcs = G_GetControlScheme(gamecontrol, gcl_tutorial_used, num_gcl_tutorial_used); 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; } void F_GetPromptPageByNamedTag(const char *tag, INT32 *promptnum, INT32 *pagenum) { INT32 nosuffixpromptnum = INT32_MAX, nosuffixpagenum = INT32_MAX; INT32 tutorialpromptnum = (tutorialmode) ? TUTORIAL_PROMPT-1 : 0; boolean suffixed = false, found = false; char suffixedtag[33]; *promptnum = *pagenum = INT32_MAX; if (!tag || !tag[0]) return; strncpy(suffixedtag, tag, 33); suffixedtag[32] = 0; if (tutorialmode) suffixed = F_GetTextPromptTutorialTag(suffixedtag, 33); for (*promptnum = 0 + tutorialpromptnum; *promptnum < MAX_PROMPTS; (*promptnum)++) { if (!textprompts[*promptnum]) continue; for (*pagenum = 0; *pagenum < textprompts[*promptnum]->numpages && *pagenum < MAX_PAGES; (*pagenum)++) { if (suffixed && fastcmp(suffixedtag, textprompts[*promptnum]->page[*pagenum].tag)) { // this goes first because fastcmp ends early if first string is shorter found = true; break; } else if (nosuffixpromptnum == INT32_MAX && nosuffixpagenum == INT32_MAX && fastcmp(tag, textprompts[*promptnum]->page[*pagenum].tag)) { if (suffixed) { nosuffixpromptnum = *promptnum; nosuffixpagenum = *pagenum; // continue searching for the suffixed tag } else { found = true; break; } } } if (found) break; } if (suffixed && !found && nosuffixpromptnum != INT32_MAX && nosuffixpagenum != INT32_MAX) { found = true; *promptnum = nosuffixpromptnum; *pagenum = nosuffixpagenum; } if (!found) CONS_Debug(DBG_GAMELOGIC, "Text prompt: Can't find a page with named tag %s or suffixed tag %s\n", tag, suffixedtag); } void F_TextPromptDrawer(void) { // reuse: // cutnum -> promptnum // scenenum -> pagenum lumpnum_t iconlump; UINT8 pagelines; boolean rightside; INT32 boxh, texth, texty, namey, chevrony; INT32 textx, textr; // Data patch_t *patch; if (!promptactive) return; iconlump = W_CheckNumForName(textprompts[cutnum]->page[scenenum].iconname); F_GetPageTextGeometry(&pagelines, &rightside, &boxh, &texth, &texty, &namey, &chevrony, &textx, &textr); // 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)); } // Draw background V_DrawPromptBack(boxh, textprompts[cutnum]->page[scenenum].backcolor); // Draw narrator icon if (iconlump != LUMPERROR) { INT32 iconx, icony, scale, scaledsize; patch = W_CachePatchName(textprompts[cutnum]->page[scenenum].iconname, PU_CACHE); // 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; } 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); W_UnlockCachedPatch(patch); } // Draw text V_DrawString(textx, texty, (V_SNAPTOBOTTOM|V_ALLOWLOWERCASE), cutscene_disptext); // 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]) V_DrawString(textx, namey, (V_SNAPTOBOTTOM|V_ALLOWLOWERCASE), textprompts[cutnum]->page[scenenum].name); // Draw chevron if (promptblockcontrols && !timetonext) V_DrawString(textr-8, chevrony + (skullAnimCounter/5), (V_SNAPTOBOTTOM|V_YELLOWMAP), "\x1B"); // down arrow } void F_TextPromptTicker(void) { INT32 i; if (!promptactive || paused || P_AutoPause()) return; // advance animation finalecount++; cutscene_boostspeed = 0; // for the chevron if (--skullAnimCounter <= 0) skullAnimCounter = 8; // button handling if (textprompts[cutnum]->page[scenenum].timetonext) { if (promptblockcontrols) // same procedure as below, just without the button handling { for (i = 0; i < MAXPLAYERS; i++) { if (netgame && i != serverplayer && !IsPlayerAdmin(i)) continue; 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; if (!splitscreen) break; } } if (timetonext >= 1) timetonext--; if (!timetonext) F_AdvanceToNextPage(); F_WriteText(); } else { if (promptblockcontrols) { for (i = 0; i < MAXPLAYERS; i++) { if (netgame && i != serverplayer && !IsPlayerAdmin(i)) continue; else if (splitscreen) { // Both players' controls are locked, // But only the triggering player can advance the prompt. if (i == consoleplayer || i == secondarydisplayplayer) { players[i].powers[pw_nocontrol] = 1; if (callplayer == consoleplayer || callplayer == secondarydisplayplayer) { if (i != callplayer) continue; } else if (i != consoleplayer) continue; } else continue; } else if (i == consoleplayer) players[i].powers[pw_nocontrol] = 1; else continue; if ((players[i].cmd.buttons & BT_USE) || (players[i].cmd.buttons & BT_JUMP)) { 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) { if (!splitscreen) break; else continue; } if (!timetonext) // is 0 when finished generating text { F_AdvanceToNextPage(); if (promptactive) S_StartSound(NULL, sfx_menu1); } keypressed = true; // prevent repeat events } else if (!(players[i].cmd.buttons & BT_USE) && !(players[i].cmd.buttons & BT_JUMP)) keypressed = false; if (!splitscreen) break; } } // generate letter-by-letter text if (scenenum >= MAX_PAGES || !textprompts[cutnum]->page[scenenum].text || !textprompts[cutnum]->page[scenenum].text[0] || !F_WriteText()) timetonext = !promptblockcontrols; // never show the chevron if we can't toggle pages } // 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--; } }