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