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669 lines
18 KiB
C
669 lines
18 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Game completion, final screen animation.
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*
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*-----------------------------------------------------------------------------
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*/
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#include "doomstat.h"
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#include "d_event.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "d_deh.h" // Ty 03/22/98 - externalizations
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#include "f_finale.h" // CPhipps - hmm...
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// Stage of animation:
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// 0 = text, 1 = art screen, 2 = character cast
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static int finalestage; // cph -
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static int finalecount; // made static
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static const char* finaletext; // cph -
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static const char* finaleflat; // made static const
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// defines for the end mission display text // phares
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#define TEXTSPEED 3 // original value // phares
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#define TEXTWAIT 250 // original value // phares
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#define NEWTEXTSPEED 0.01f // new value // phares
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#define NEWTEXTWAIT 1000 // new value // phares
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// CPhipps - removed the old finale screen text message strings;
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// they were commented out for ages already
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// Ty 03/22/98 - ... the new s_WHATEVER extern variables are used
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// in the code below instead.
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void F_StartCast (void);
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void F_CastTicker (void);
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boolean F_CastResponder (event_t *ev);
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void F_CastDrawer (void);
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void WI_checkForAccelerate(void); // killough 3/28/98: used to
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extern int acceleratestage; // accelerate intermission screens
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static int midstage; // whether we're in "mid-stage"
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//
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// F_StartFinale
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//
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void F_StartFinale (void)
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{
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gameaction = ga_nothing;
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gamestate = GS_FINALE;
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automapmode &= ~am_active;
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// killough 3/28/98: clear accelerative text flags
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acceleratestage = midstage = 0;
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// Okay - IWAD dependend stuff.
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// This has been changed severly, and
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// some stuff might have changed in the process.
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switch ( gamemode )
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{
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// DOOM 1 - E1, E3 or E4, but each nine missions
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case shareware:
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case registered:
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case retail:
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{
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S_ChangeMusic(mus_victor, true);
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switch (gameepisode)
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{
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case 1:
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finaleflat = bgflatE1; // Ty 03/30/98 - new externalized bg flats
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finaletext = s_E1TEXT; // Ty 03/23/98 - Was e1text variable.
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break;
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case 2:
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finaleflat = bgflatE2;
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finaletext = s_E2TEXT; // Ty 03/23/98 - Same stuff for each
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break;
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case 3:
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finaleflat = bgflatE3;
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finaletext = s_E3TEXT;
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break;
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case 4:
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finaleflat = bgflatE4;
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finaletext = s_E4TEXT;
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break;
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default:
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// Ouch.
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break;
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}
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break;
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}
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// DOOM II and missions packs with E1, M34
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case commercial:
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{
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S_ChangeMusic(mus_read_m, true);
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// Ty 08/27/98 - added the gamemission logic
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switch (gamemap)
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{
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case 6:
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finaleflat = bgflat06;
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finaletext = (gamemission==pack_tnt) ? s_T1TEXT :
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(gamemission==pack_plut) ? s_P1TEXT : s_C1TEXT;
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break;
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case 11:
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finaleflat = bgflat11;
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finaletext = (gamemission==pack_tnt) ? s_T2TEXT :
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(gamemission==pack_plut) ? s_P2TEXT : s_C2TEXT;
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break;
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case 20:
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finaleflat = bgflat20;
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finaletext = (gamemission==pack_tnt) ? s_T3TEXT :
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(gamemission==pack_plut) ? s_P3TEXT : s_C3TEXT;
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break;
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case 30:
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finaleflat = bgflat30;
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finaletext = (gamemission==pack_tnt) ? s_T4TEXT :
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(gamemission==pack_plut) ? s_P4TEXT : s_C4TEXT;
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break;
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case 15:
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finaleflat = bgflat15;
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finaletext = (gamemission==pack_tnt) ? s_T5TEXT :
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(gamemission==pack_plut) ? s_P5TEXT : s_C5TEXT;
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break;
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case 31:
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finaleflat = bgflat31;
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finaletext = (gamemission==pack_tnt) ? s_T6TEXT :
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(gamemission==pack_plut) ? s_P6TEXT : s_C6TEXT;
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break;
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default:
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// Ouch.
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break;
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}
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break;
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// Ty 08/27/98 - end gamemission logic
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}
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// Indeterminate.
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default: // Ty 03/30/98 - not externalized
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S_ChangeMusic(mus_read_m, true);
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finaleflat = "F_SKY1"; // Not used anywhere else.
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finaletext = s_C1TEXT; // FIXME - other text, music?
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break;
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}
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finalestage = 0;
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finalecount = 0;
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}
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boolean F_Responder (event_t *event)
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{
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if (finalestage == 2)
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return F_CastResponder (event);
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return false;
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}
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// Get_TextSpeed() returns the value of the text display speed // phares
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// Rewritten to allow user-directed acceleration -- killough 3/28/98
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static float Get_TextSpeed(void)
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{
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return midstage ? NEWTEXTSPEED : (midstage=acceleratestage) ?
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acceleratestage=0, NEWTEXTSPEED : TEXTSPEED;
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}
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//
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// F_Ticker
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//
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// killough 3/28/98: almost totally rewritten, to use
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// player-directed acceleration instead of constant delays.
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// Now the player can accelerate the text display by using
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// the fire/use keys while it is being printed. The delay
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// automatically responds to the user, and gives enough
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// time to read.
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//
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// killough 5/10/98: add back v1.9 demo compatibility
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//
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void F_Ticker(void)
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{
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int i;
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if (!demo_compatibility)
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WI_checkForAccelerate(); // killough 3/28/98: check for acceleration
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else
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if (gamemode == commercial && finalecount > 50) // check for skipping
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for (i=0; i<MAXPLAYERS; i++)
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if (players[i].cmd.buttons)
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goto next_level; // go on to the next level
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// advance animation
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finalecount++;
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if (finalestage == 2)
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F_CastTicker();
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if (!finalestage)
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{
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float speed = demo_compatibility ? TEXTSPEED : Get_TextSpeed();
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/* killough 2/28/98: changed to allow acceleration */
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if (finalecount > strlen(finaletext)*speed +
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(midstage ? NEWTEXTWAIT : TEXTWAIT) ||
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(midstage && acceleratestage)) {
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if (gamemode != commercial) // Doom 1 / Ultimate Doom episode end
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{ // with enough time, it's automatic
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finalecount = 0;
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finalestage = 1;
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wipegamestate = -1; // force a wipe
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if (gameepisode == 3)
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S_StartMusic(mus_bunny);
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}
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else // you must press a button to continue in Doom 2
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if (!demo_compatibility && midstage)
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{
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next_level:
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if (gamemap == 30)
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F_StartCast(); // cast of Doom 2 characters
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else
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gameaction = ga_worlddone; // next level, e.g. MAP07
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}
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}
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}
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}
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//
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// F_TextWrite
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//
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// This program displays the background and text at end-mission // phares
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// text time. It draws both repeatedly so that other displays, // |
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// like the main menu, can be drawn over it dynamically and // V
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// erased dynamically. The TEXTSPEED constant is changed into
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// the Get_TextSpeed function so that the speed of writing the // ^
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// text can be increased, and there's still time to read what's // |
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// written. // phares
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// CPhipps - reformatted
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#include "hu_stuff.h"
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extern patchnum_t hu_font[HU_FONTSIZE];
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static void F_TextWrite (void)
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{
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V_DrawBackground(finaleflat, 0);
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{ // draw some of the text onto the screen
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int cx = 10;
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int cy = 10;
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const char* ch = finaletext; // CPhipps - const
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int count = (int)((float)(finalecount - 10)/Get_TextSpeed()); // phares
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int w;
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if (count < 0)
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count = 0;
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for ( ; count ; count-- ) {
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int c = *ch++;
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if (!c)
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break;
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if (c == '\n') {
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cx = 10;
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cy += 11;
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continue;
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}
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c = toupper(c) - HU_FONTSTART;
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if (c < 0 || c> HU_FONTSIZE) {
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cx += 4;
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continue;
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}
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w = hu_font[c].width;
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if (cx+w > SCREENWIDTH)
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break;
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// CPhipps - patch drawing updated
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V_DrawNumPatch(cx, cy, 0, hu_font[c].lumpnum, CR_DEFAULT, VPT_STRETCH);
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cx+=w;
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}
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}
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}
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//
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// Final DOOM 2 animation
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// Casting by id Software.
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// in order of appearance
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//
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typedef struct
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{
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const char **name; // CPhipps - const**
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mobjtype_t type;
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} castinfo_t;
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#define MAX_CASTORDER 18 /* Ty - hard coded for now */
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static const castinfo_t castorder[] = { // CPhipps - static const, initialised here
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{ &s_CC_ZOMBIE, MT_POSSESSED },
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{ &s_CC_SHOTGUN, MT_SHOTGUY },
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{ &s_CC_HEAVY, MT_CHAINGUY },
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{ &s_CC_IMP, MT_TROOP },
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{ &s_CC_DEMON, MT_SERGEANT },
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{ &s_CC_LOST, MT_SKULL },
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{ &s_CC_CACO, MT_HEAD },
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{ &s_CC_HELL, MT_KNIGHT },
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{ &s_CC_BARON, MT_BRUISER },
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{ &s_CC_ARACH, MT_BABY },
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{ &s_CC_PAIN, MT_PAIN },
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{ &s_CC_REVEN, MT_UNDEAD },
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{ &s_CC_MANCU, MT_FATSO },
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{ &s_CC_ARCH, MT_VILE },
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{ &s_CC_SPIDER, MT_SPIDER },
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{ &s_CC_CYBER, MT_CYBORG },
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{ &s_CC_HERO, MT_PLAYER },
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{ NULL, 0}
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};
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int castnum;
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int casttics;
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state_t* caststate;
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boolean castdeath;
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int castframes;
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int castonmelee;
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boolean castattacking;
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//
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// F_StartCast
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//
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void F_StartCast (void)
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{
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wipegamestate = -1; // force a screen wipe
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castnum = 0;
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caststate = &states[mobjinfo[castorder[castnum].type].seestate];
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casttics = caststate->tics;
|
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castdeath = false;
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finalestage = 2;
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castframes = 0;
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castonmelee = 0;
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castattacking = false;
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S_ChangeMusic(mus_evil, true);
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}
|
||
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||
|
|
||
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//
|
||
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// F_CastTicker
|
||
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//
|
||
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void F_CastTicker (void)
|
||
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{
|
||
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int st;
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||
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int sfx;
|
||
|
|
||
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if (--casttics > 0)
|
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return; // not time to change state yet
|
||
|
|
||
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if (caststate->tics == -1 || caststate->nextstate == S_NULL)
|
||
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{
|
||
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// switch from deathstate to next monster
|
||
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castnum++;
|
||
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castdeath = false;
|
||
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if (castorder[castnum].name == NULL)
|
||
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castnum = 0;
|
||
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if (mobjinfo[castorder[castnum].type].seesound)
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S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
|
||
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caststate = &states[mobjinfo[castorder[castnum].type].seestate];
|
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castframes = 0;
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||
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}
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|
else
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||
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{
|
||
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// just advance to next state in animation
|
||
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if (caststate == &states[S_PLAY_ATK1])
|
||
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goto stopattack; // Oh, gross hack!
|
||
|
st = caststate->nextstate;
|
||
|
caststate = &states[st];
|
||
|
castframes++;
|
||
|
|
||
|
// sound hacks....
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||
|
switch (st)
|
||
|
{
|
||
|
case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
|
||
|
case S_POSS_ATK2: sfx = sfx_pistol; break;
|
||
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case S_SPOS_ATK2: sfx = sfx_shotgn; break;
|
||
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case S_VILE_ATK2: sfx = sfx_vilatk; break;
|
||
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case S_SKEL_FIST2: sfx = sfx_skeswg; break;
|
||
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case S_SKEL_FIST4: sfx = sfx_skepch; break;
|
||
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case S_SKEL_MISS2: sfx = sfx_skeatk; break;
|
||
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case S_FATT_ATK8:
|
||
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case S_FATT_ATK5:
|
||
|
case S_FATT_ATK2: sfx = sfx_firsht; break;
|
||
|
case S_CPOS_ATK2:
|
||
|
case S_CPOS_ATK3:
|
||
|
case S_CPOS_ATK4: sfx = sfx_shotgn; break;
|
||
|
case S_TROO_ATK3: sfx = sfx_claw; break;
|
||
|
case S_SARG_ATK2: sfx = sfx_sgtatk; break;
|
||
|
case S_BOSS_ATK2:
|
||
|
case S_BOS2_ATK2:
|
||
|
case S_HEAD_ATK2: sfx = sfx_firsht; break;
|
||
|
case S_SKULL_ATK2: sfx = sfx_sklatk; break;
|
||
|
case S_SPID_ATK2:
|
||
|
case S_SPID_ATK3: sfx = sfx_shotgn; break;
|
||
|
case S_BSPI_ATK2: sfx = sfx_plasma; break;
|
||
|
case S_CYBER_ATK2:
|
||
|
case S_CYBER_ATK4:
|
||
|
case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
|
||
|
case S_PAIN_ATK3: sfx = sfx_sklatk; break;
|
||
|
default: sfx = 0; break;
|
||
|
}
|
||
|
|
||
|
if (sfx)
|
||
|
S_StartSound (NULL, sfx);
|
||
|
}
|
||
|
|
||
|
if (castframes == 12)
|
||
|
{
|
||
|
// go into attack frame
|
||
|
castattacking = true;
|
||
|
if (castonmelee)
|
||
|
caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
|
||
|
else
|
||
|
caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
|
||
|
castonmelee ^= 1;
|
||
|
if (caststate == &states[S_NULL])
|
||
|
{
|
||
|
if (castonmelee)
|
||
|
caststate=
|
||
|
&states[mobjinfo[castorder[castnum].type].meleestate];
|
||
|
else
|
||
|
caststate=
|
||
|
&states[mobjinfo[castorder[castnum].type].missilestate];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (castattacking)
|
||
|
{
|
||
|
if (castframes == 24
|
||
|
|| caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
|
||
|
{
|
||
|
stopattack:
|
||
|
castattacking = false;
|
||
|
castframes = 0;
|
||
|
caststate = &states[mobjinfo[castorder[castnum].type].seestate];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
casttics = caststate->tics;
|
||
|
if (casttics == -1)
|
||
|
casttics = 15;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// F_CastResponder
|
||
|
//
|
||
|
|
||
|
boolean F_CastResponder (event_t* ev)
|
||
|
{
|
||
|
if (ev->type != ev_keydown)
|
||
|
return false;
|
||
|
|
||
|
if (castdeath)
|
||
|
return true; // already in dying frames
|
||
|
|
||
|
// go into death frame
|
||
|
castdeath = true;
|
||
|
caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
|
||
|
casttics = caststate->tics;
|
||
|
castframes = 0;
|
||
|
castattacking = false;
|
||
|
if (mobjinfo[castorder[castnum].type].deathsound)
|
||
|
S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
static void F_CastPrint (const char* text) // CPhipps - static, const char*
|
||
|
{
|
||
|
const char* ch; // CPhipps - const
|
||
|
int c;
|
||
|
int cx;
|
||
|
int w;
|
||
|
int width;
|
||
|
|
||
|
// find width
|
||
|
ch = text;
|
||
|
width = 0;
|
||
|
|
||
|
while (ch)
|
||
|
{
|
||
|
c = *ch++;
|
||
|
if (!c)
|
||
|
break;
|
||
|
c = toupper(c) - HU_FONTSTART;
|
||
|
if (c < 0 || c> HU_FONTSIZE)
|
||
|
{
|
||
|
width += 4;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
w = hu_font[c].width;
|
||
|
width += w;
|
||
|
}
|
||
|
|
||
|
// draw it
|
||
|
cx = 160-width/2;
|
||
|
ch = text;
|
||
|
while (ch)
|
||
|
{
|
||
|
c = *ch++;
|
||
|
if (!c)
|
||
|
break;
|
||
|
c = toupper(c) - HU_FONTSTART;
|
||
|
if (c < 0 || c> HU_FONTSIZE)
|
||
|
{
|
||
|
cx += 4;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
w = hu_font[c].width;
|
||
|
// CPhipps - patch drawing updated
|
||
|
V_DrawNumPatch(cx, 180, 0, hu_font[c].lumpnum, CR_DEFAULT, VPT_STRETCH);
|
||
|
cx+=w;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// F_CastDrawer
|
||
|
//
|
||
|
|
||
|
void F_CastDrawer (void)
|
||
|
{
|
||
|
spritedef_t* sprdef;
|
||
|
spriteframe_t* sprframe;
|
||
|
int lump;
|
||
|
boolean flip;
|
||
|
|
||
|
// erase the entire screen to a background
|
||
|
// CPhipps - patch drawing updated
|
||
|
V_DrawNamePatch(0,0,0, bgcastcall, CR_DEFAULT, VPT_STRETCH); // Ty 03/30/98 bg texture extern
|
||
|
|
||
|
F_CastPrint (*(castorder[castnum].name));
|
||
|
|
||
|
// draw the current frame in the middle of the screen
|
||
|
sprdef = &sprites[caststate->sprite];
|
||
|
sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
|
||
|
lump = sprframe->lump[0];
|
||
|
flip = (boolean)sprframe->flip[0];
|
||
|
|
||
|
// CPhipps - patch drawing updated
|
||
|
V_DrawNumPatch(160, 170, 0, lump+firstspritelump, CR_DEFAULT,
|
||
|
VPT_STRETCH | (flip ? VPT_FLIP : 0));
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// F_BunnyScroll
|
||
|
//
|
||
|
static const char pfub2[] = { "PFUB2" };
|
||
|
static const char pfub1[] = { "PFUB1" };
|
||
|
|
||
|
static void F_BunnyScroll (void)
|
||
|
{
|
||
|
char name[10];
|
||
|
int stage;
|
||
|
static int laststage;
|
||
|
|
||
|
{
|
||
|
int scrolled = 320 - (finalecount-230)/2;
|
||
|
if (scrolled <= 0) {
|
||
|
V_DrawNamePatch(0, 0, 0, pfub2, CR_DEFAULT, VPT_STRETCH);
|
||
|
} else if (scrolled >= 320) {
|
||
|
V_DrawNamePatch(0, 0, 0, pfub1, CR_DEFAULT, VPT_STRETCH);
|
||
|
} else {
|
||
|
V_DrawNamePatch(320-scrolled, 0, 0, pfub1, CR_DEFAULT, VPT_STRETCH);
|
||
|
V_DrawNamePatch(-scrolled, 0, 0, pfub2, CR_DEFAULT, VPT_STRETCH);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (finalecount < 1130)
|
||
|
return;
|
||
|
if (finalecount < 1180)
|
||
|
{
|
||
|
// CPhipps - patch drawing updated
|
||
|
V_DrawNamePatch((320-13*8)/2, (200-8*8)/2,0, "END0", CR_DEFAULT, VPT_STRETCH);
|
||
|
laststage = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
stage = (finalecount-1180) / 5;
|
||
|
if (stage > 6)
|
||
|
stage = 6;
|
||
|
if (stage > laststage)
|
||
|
{
|
||
|
S_StartSound (NULL, sfx_pistol);
|
||
|
laststage = stage;
|
||
|
}
|
||
|
|
||
|
sprintf (name,"END%i",stage);
|
||
|
// CPhipps - patch drawing updated
|
||
|
V_DrawNamePatch((320-13*8)/2, (200-8*8)/2, 0, name, CR_DEFAULT, VPT_STRETCH);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// F_Drawer
|
||
|
//
|
||
|
void F_Drawer (void)
|
||
|
{
|
||
|
if (finalestage == 2)
|
||
|
{
|
||
|
F_CastDrawer ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!finalestage)
|
||
|
F_TextWrite ();
|
||
|
else
|
||
|
{
|
||
|
switch (gameepisode)
|
||
|
{
|
||
|
// CPhipps - patch drawing updated
|
||
|
case 1:
|
||
|
if ( gamemode == retail )
|
||
|
V_DrawNamePatch(0, 0, 0, "CREDIT", CR_DEFAULT, VPT_STRETCH);
|
||
|
else
|
||
|
V_DrawNamePatch(0, 0, 0, "HELP2", CR_DEFAULT, VPT_STRETCH);
|
||
|
break;
|
||
|
case 2:
|
||
|
V_DrawNamePatch(0, 0, 0, "VICTORY2", CR_DEFAULT, VPT_STRETCH);
|
||
|
break;
|
||
|
case 3:
|
||
|
F_BunnyScroll ();
|
||
|
break;
|
||
|
case 4:
|
||
|
V_DrawNamePatch(0, 0, 0, "ENDPIC", CR_DEFAULT, VPT_STRETCH);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|