gzdoom-gles/src/f_finale.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Game completion, final screen animation.
//
//-----------------------------------------------------------------------------
#include <ctype.h>
#include <math.h>
#include <stdlib.h>
#include "i_system.h"
#include "m_swap.h"
#include "v_video.h"
#include "i_video.h"
#include "v_text.h"
#include "w_wad.h"
#include "s_sound.h"
#include "gstrings.h"
#include "doomstat.h"
#include "r_state.h"
#include "r_draw.h"
#include "hu_stuff.h"
#include "cmdlib.h"
#include "gi.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "templates.h"
#include "c_bind.h"
#include "r_translate.h"
#include "g_level.h"
#include "d_event.h"
#include "v_palette.h"
static void FadePic ();
static void GetFinaleText (const char *msgLumpName);
// Stage of animation:
// 0 = text
// 1 = art screen
// 2 = underwater screen
// 3 = character cast
// 4 = Heretic title
// 5 = Strife slideshow
static unsigned int FinaleStage;
static size_t FinaleCount, FinaleEndCount;
static int FinalePart;
static int TEXTSPEED;
#define TEXTWAIT 250
static int FinaleSequence;
static SBYTE FadeDir;
static bool FinaleHasPic;
static FString FinaleText;
static size_t FinaleTextLen;
static const char *FinaleFlat;
static bool FinaleEnding;
void F_StartCast (void);
void F_CastTicker (void);
bool F_CastResponder (event_t *ev);
void F_CastDrawer (void);
void F_AdvanceSlideshow ();
//
// F_StartFinale
//
void F_StartFinale (const char *music, int musicorder, int cdtrack, unsigned int cdid, const char *flat,
const char *text, INTBOOL textInLump, INTBOOL finalePic, INTBOOL lookupText, bool ending)
{
bool loopmusic = ending ? !gameinfo.noloopfinalemusic : true;
gameaction = ga_nothing;
gamestate = GS_FINALE;
viewactive = false;
automapactive = false;
// Okay - IWAD dependend stuff.
// This has been changed severely, and some stuff might have changed in the process.
//
// [RH] More flexible now (even more severe changes)
// FinaleFlat, FinaleText, and music are now determined in G_WorldDone() based on
// data in a level_info_t and a cluster_info_t.
if (cdtrack == 0 || !S_ChangeCDMusic (cdtrack, cdid))
{
if (music == NULL)
{
S_ChangeMusic (gameinfo.finaleMusic, 0, loopmusic);
}
else
{
S_ChangeMusic (music, musicorder, loopmusic);
}
}
FinaleFlat = (flat != NULL && *flat != 0) ? flat : gameinfo.finaleFlat;
if (textInLump)
{
GetFinaleText (text);
}
else
{
const char *from = (text != NULL) ? text : "Empty message";
FinaleText = from;
FinaleTextLen = FinaleText.Len() + 1;
}
if (lookupText)
{
const char *str = GStrings[FinaleText.GetChars()];
if (str != NULL)
{
FinaleText = str;
FinaleTextLen = FinaleText.Len() + 1;
}
}
FinaleStage = 0;
V_SetBlend (0,0,0,0);
TEXTSPEED = 2;
FinaleHasPic = !!finalePic;
FinaleCount = 0;
FinaleEndCount = 70;
FadeDir = -1;
FinaleEnding = ending;
S_StopAllChannels ();
if (ending)
{
FinaleSequence = *((WORD *)&level.nextmap[6]);
if (EndSequences[FinaleSequence].EndType == END_Chess)
{
TEXTSPEED = 3; // Slow the text to its original rate to match the music.
S_ChangeMusic ("hall", 0, loopmusic);
FinaleStage = 10;
GetFinaleText ("win1msg");
V_SetBlend (0,0,0,256);
}
else if (EndSequences[FinaleSequence].EndType == END_Strife)
{
if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
players[0].mo->FindInventory (QuestItemClasses[27]))
{
FinalePart = 10;
}
else
{
FinalePart = 17;
}
FinaleStage = 5;
FinaleEndCount = 0;
}
}
}
void F_EndFinale ()
{
FinaleText = NULL;
FinaleTextLen = 0;
}
bool F_Responder (event_t *event)
{
if (FinaleStage == 3)
{
return F_CastResponder (event);
}
else if (FinaleStage == 2 && event->type == EV_KeyDown)
{ // We're showing the water pic; make any key kick to demo mode
FinaleStage = 4;
V_ForceBlend (0, 0, 0, 0);
return true;
}
return false;
}
//
// F_Ticker
//
void F_Ticker ()
{
int i;
bool interrupt = false;
// check for skipping
for (i = 0; i < MAXPLAYERS; i++)
{
// Only for buttons going down
if (!interrupt)
{
for (size_t j = 0; j < sizeof(players[i].cmd.ucmd.buttons)*8; ++j)
{
if (((players[i].cmd.ucmd.buttons >> j) & 1) &&
!((players[i].oldbuttons >> j) & 1))
{
interrupt = true;
break;
}
}
}
players[i].oldbuttons = players[i].cmd.ucmd.buttons;
}
// [RH] Non-commercial can be skipped now, too
if (FinaleStage == 0)
{
if (interrupt ||
((!(gameinfo.flags & GI_MAPxx) || gameinfo.flags & GI_SHAREWARE)
&& FinaleCount > FinaleTextLen*TEXTSPEED+TEXTWAIT))
{
if (FinaleCount < FinaleTextLen*TEXTSPEED+10)
{
FinaleCount = FinaleTextLen*TEXTSPEED+10;
}
else
{
if (FinaleEnding)
{
// [RH] Don't automatically advance end-of-game messages
if (interrupt)
{
FinaleSequence = *((WORD *)&level.nextmap[6]);
if (EndSequences[FinaleSequence].EndType == END_Cast)
{
F_StartCast ();
}
else
{
FinaleCount = 0;
FinaleStage = 1;
wipegamestate = GS_FORCEWIPE;
if (EndSequences[FinaleSequence].EndType == END_Bunny)
{
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
if (!EndSequences[FinaleSequence].Advanced)
S_StartMusic ("$music_bunny");
}
}
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
if (EndSequences[FinaleSequence].Advanced &&
!EndSequences[FinaleSequence].Music.IsEmpty())
{
S_ChangeMusic(EndSequences[FinaleSequence].Music, 0, EndSequences[FinaleSequence].MusicLooping);
}
}
}
else
{
gameaction = ga_worlddone;
}
}
}
}
else if (FinaleStage >= 10)
{
// Hexen chess ending with three pages of text.
// [RH] This can be interrupted to speed it up.
if (interrupt)
{
if (FinaleStage == 11 || FinaleStage == 12 || FinaleStage == 15)
{ // Stages that display text
if (FinaleCount < FinaleEndCount-TEXTWAIT)
{
FinaleCount = FinaleEndCount-TEXTWAIT;
}
else
{
FinaleCount = FinaleEndCount;
}
}
else if (FinaleCount < 69)
{ // Stages that fade pictures
FinaleCount = 69;
}
}
if (FinaleStage < 15 && FinaleCount >= FinaleEndCount)
{
FinaleCount = 0;
FinaleStage++;
switch (FinaleStage)
{
case 11: // Text 1
FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
break;
case 12: // Pic 2, Text 2
GetFinaleText ("win2msg");
FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
S_ChangeMusic ("orb", 0, !gameinfo.noloopfinalemusic);
break;
case 13: // Pic 2 -- Fade out
FinaleEndCount = 70;
FadeDir = 1;
break;
case 14: // Pic 3 -- Fade in
FinaleEndCount = 71;
FadeDir = -1;
S_ChangeMusic ("chess", 0, !gameinfo.noloopfinalemusic);
break;
case 15: // Pic 3, Text 3
GetFinaleText ("win3msg");
FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
break;
}
return;
}
if (FinaleStage == 10 || FinaleStage == 13 || FinaleStage == 14)
{
FadePic ();
}
}
else if (FinaleStage >= 5)
{ // Strife slideshow
if (interrupt)
{
FinaleCount = FinaleEndCount;
}
}
// advance animation
FinaleCount++;
if (FinaleStage == 3)
{
F_CastTicker ();
return;
}
else if (FinaleStage == 5 && FinaleCount > FinaleEndCount)
{
S_StopSound (CHAN_VOICE);
F_AdvanceSlideshow ();
FinaleCount = 0;
}
}
//===========================================================================
//
// FadePic
//
//===========================================================================
static void FadePic ()
{
int blend = int(256*FinaleCount/70);
if (FadeDir < 0)
{
blend = 256 - blend;
}
V_SetBlend (0,0,0,blend);
}
//
// F_TextWrite
//
void F_TextWrite (void)
{
FTexture *pic;
int w;
size_t count;
const char *ch;
int c;
int cx;
int cy;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
const FRemapTable *range;
int leftmargin;
int rowheight;
bool scale;
if (FinaleCount < 11)
return;
// draw some of the text onto the screen
leftmargin = (gameinfo.gametype & (GAME_DoomStrifeChex|GAME_Hexen) ? 10 : 20) - 160;
rowheight = SmallFont->GetHeight () +
(gameinfo.gametype & (GAME_DoomStrifeChex) ? 3 : -1);
scale = (CleanXfac != 1 || CleanYfac != 1);
cx = leftmargin;
if (FinaleStage == 15)
{
cy = 135 - 100;
}
else
{
cy = (gameinfo.gametype & (GAME_DoomStrifeChex) ? 10 : 5) - 100;
}
ch = FinaleText.GetChars();
count = (FinaleCount - 10)/TEXTSPEED;
range = SmallFont->GetColorTranslation (CR_UNTRANSLATED);
for ( ; count ; count-- )
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = leftmargin;
cy += rowheight;
continue;
}
pic = SmallFont->GetChar (c, &w);
if (cx+w > SCREENWIDTH)
continue;
if (pic != NULL)
{
if (scale)
{
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_Translation, range,
DTA_Clean, true,
TAG_DONE);
}
else
{
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_Translation, range,
TAG_DONE);
}
}
cx += w;
}
}
//
// Final DOOM 2 animation
// Casting by id Software.
// in order of appearance
//
struct castinfo_t
{
const char *name;
const char *type;
const AActor *info;
const PClass *Class;
};
castinfo_t castorder[] =
{
{"CC_ZOMBIE", "ZombieMan"},
{"CC_SHOTGUN", "ShotgunGuy"},
{"CC_HEAVY", "ChaingunGuy"},
{"CC_IMP", "DoomImp"},
{"CC_DEMON", "Demon"},
{"CC_LOST", "LostSoul"},
{"CC_CACO", "Cacodemon"},
{"CC_HELL", "HellKnight"},
{"CC_BARON", "BaronOfHell"},
{"CC_ARACH", "Arachnotron"},
{"CC_PAIN", "PainElemental"},
{"CC_REVEN", "Revenant"},
{"CC_MANCU", "Fatso"},
{"CC_ARCH", "Archvile"},
{"CC_SPIDER", "SpiderMastermind"},
{"CC_CYBER", "Cyberdemon"},
{"CC_HERO", "DoomPlayer"},
{0, NULL}
};
static struct
{
const char *type;
BYTE melee;
BYTE ofs;
const char *sound;
FState *match;
} atkstates[] =
{
{ "DoomPlayer", 0, 0, "weapons/sshotf" },
{ "ZombieMan", 0, 1, "grunt/attack" },
{ "ShotgunGuy", 0, 1, "shotguy/attack" },
{ "Archvile", 0, 1, "vile/start" },
{ "Revenant", 1, 1, "skeleton/swing" },
{ "Revenant", 1, 3, "skeleton/melee" },
{ "Revenant", 0, 1, "skeleton/attack" },
{ "Fatso", 0, 1, "fatso/attack" },
{ "Fatso", 0, 4, "fatso/attack" },
{ "Fatso", 0, 7, "fatso/attack" },
{ "ChaingunGuy", 0, 1, "chainguy/attack" },
{ "ChaingunGuy", 0, 2, "chainguy/attack" },
{ "ChaingunGuy", 0, 3, "chainguy/attack" },
{ "DoomImp", 0, 2, "imp/attack" },
{ "Demon", 1, 1, "demon/melee" },
{ "BaronOfHell", 0, 1, "baron/attack" },
{ "HellKnight", 0, 1, "baron/attack" },
{ "Cacodemon", 0, 1, "caco/attack" },
{ "LostSoul", 0, 1, "skull/melee" },
{ "SpiderMastermind", 0, 1, "spider/attack" },
{ "SpiderMastermind", 0, 2, "spider/attack" },
{ "Arachnotron", 0, 1, "baby/attack" },
{ "Cyberdemon", 0, 1, "weapons/rocklf" },
{ "Cyberdemon", 0, 3, "weapons/rocklf" },
{ "Cyberdemon", 0, 5, "weapons/rocklf" },
{ "PainElemental", 0, 2, "skull/melee" },
{ NULL }
};
int castnum;
int casttics;
int castsprite; // [RH] For overriding the player sprite with a skin
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
const FRemapTable *casttranslation; // [RH] Draw "our hero" with their chosen suit color
FState* caststate;
bool castdeath;
int castframes;
int castonmelee;
bool castattacking;
static FState *advplayerstate;
//
// F_StartCast
//
extern gamestate_t wipegamestate;
void F_StartCast (void)
{
const PClass *type;
int i;
// [RH] Set the names and defaults for the cast
for (i = 0; castorder[i].type; i++)
{
type = PClass::FindClass (castorder[i].type);
if (type == NULL)
{
castorder[i].info = GetDefault<AActor>();
castorder[i].Class= RUNTIME_CLASS(AActor);
}
else
{
castorder[i].info = GetDefaultByType (type);
castorder[i].Class= type;
}
}
for (i = 0; atkstates[i].type; i++)
{
type = PClass::FindClass (atkstates[i].type);
if (type != NULL)
{
if (atkstates[i].melee)
atkstates[i].match = ((AActor *)(type->Defaults))->MeleeState + atkstates[i].ofs;
else
atkstates[i].match = ((AActor *)(type->Defaults))->MissileState + atkstates[i].ofs;
}
else
{
atkstates[i].match = NULL;
}
}
type = PClass::FindClass (NAME_DoomPlayer);
if (type != NULL)
advplayerstate = ((AActor *)(type->Defaults))->MissileState;
wipegamestate = GS_FORCEWIPE;
castnum = 0;
caststate = castorder[castnum].info->SeeState;
castsprite = caststate->sprite;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
casttranslation = NULL;
casttics = caststate->GetTics ();
castdeath = false;
FinaleStage = 3;
castframes = 0;
castonmelee = 0;
castattacking = false;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
if (!EndSequences[FinaleSequence].Advanced)
S_ChangeMusic ("$music_evil");
}
//
// F_CastTicker
//
void F_CastTicker (void)
{
if (--casttics > 0 && caststate != NULL)
return; // not time to change state yet
if (caststate == NULL || caststate->GetTics() == -1 || caststate->GetNextState() == NULL)
{
// switch from deathstate to next monster
do
{
castnum++;
castdeath = false;
if (castorder[castnum].name == 0)
castnum = 0;
if (castorder[castnum].info->SeeSound)
{
S_Sound (CHAN_VOICE | CHAN_UI, castorder[castnum].info->SeeSound, 1, ATTN_NONE);
}
caststate = castorder[castnum].info->SeeState;
// [RH] Skip monsters that have been hacked to no longer have attack states
if (castorder[castnum].info->MissileState == NULL &&
castorder[castnum].info->MeleeState == NULL)
{
caststate = NULL;
}
}
while (caststate == NULL);
if (castnum == 16)
{
castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
}
else
{
castsprite = caststate->sprite;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
casttranslation = NULL;
}
castframes = 0;
}
else
{
// sound hacks....
if (caststate != NULL)
{
int i;
for (i = 0; atkstates[i].type; i++)
{
if (atkstates[i].match == caststate)
{
S_StopAllChannels ();
S_Sound (CHAN_WEAPON | CHAN_UI, atkstates[i].sound, 1, ATTN_NONE);
break;
}
}
}
// just advance to next state in animation
if (caststate == advplayerstate)
goto stopattack; // Oh, gross hack!
caststate = caststate->GetNextState();
castframes++;
}
if (castframes == 12)
{
// go into attack frame
castattacking = true;
if (castonmelee)
caststate = castorder[castnum].info->MeleeState;
else
caststate = castorder[castnum].info->MissileState;
castonmelee ^= 1;
if (caststate == NULL)
{
if (castonmelee)
caststate = castorder[castnum].info->MeleeState;
else
caststate = castorder[castnum].info->MissileState;
}
}
if (castattacking)
{
if (castframes == 24
|| caststate == castorder[castnum].info->SeeState )
{
stopattack:
castattacking = false;
castframes = 0;
caststate = castorder[castnum].info->SeeState;
}
}
casttics = caststate->GetTics();
if (casttics == -1)
casttics = 15;
}
//
// F_CastResponder
//
bool F_CastResponder (event_t* ev)
{
if (ev->type != EV_KeyDown)
return false;
const char *cmd = C_GetBinding (ev->data1);
if (cmd != NULL && !stricmp (cmd, "toggleconsole"))
return false;
if (castdeath)
return true; // already in dying frames
// go into death frame
castdeath = true;
caststate = castorder[castnum].Class->ActorInfo->FindState(NAME_Death);
if (caststate != NULL)
{
casttics = caststate->GetTics();
castframes = 0;
castattacking = false;
if (castnum == 16)
{
int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
if (snd != 0) S_Sound (CHAN_VOICE | CHAN_UI, snd, 1, ATTN_NONE);
}
else if (castorder[castnum].info->DeathSound)
{
S_Sound (CHAN_VOICE | CHAN_UI, castorder[castnum].info->DeathSound, 1, ATTN_NONE);
}
}
return true;
}
//
// F_CastDrawer
//
void F_CastDrawer (void)
{
spriteframe_t* sprframe;
FTexture* pic;
// erase the entire screen to a background
screen->DrawTexture (TexMan["BOSSBACK"], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
TAG_DONE);
screen->DrawText (SmallFont, CR_UNTRANSLATED,
(SCREENWIDTH - SmallFont->StringWidth (GStrings(castorder[castnum].name)) * CleanXfac)/2,
(SCREENHEIGHT * 180) / 200,
GStrings(castorder[castnum].name),
DTA_CleanNoMove, true, TAG_DONE);
// draw the current frame in the middle of the screen
if (caststate != NULL)
{
sprframe = &SpriteFrames[sprites[castsprite].spriteframes + caststate->GetFrame()];
pic = TexMan(sprframe->Texture[0]);
screen->DrawTexture (pic, 160, 170,
DTA_320x200, true,
DTA_FlipX, sprframe->Flip & 1,
DTA_Translation, casttranslation,
TAG_DONE);
}
}
/*
==================
=
= F_DemonScroll
=
==================
*/
void F_DemonScroll ()
{
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
const char *tex1, *tex2;
if (EndSequences[FinaleSequence].Advanced)
{
tex1 = EndSequences[FinaleSequence].PicName;
tex2 = EndSequences[FinaleSequence].PicName2;
}
else
{
tex1 = "FINAL1";
tex2 = "FINAL2";
}
int yval;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
FTexture *final1 = TexMan(tex1);
FTexture *final2 = TexMan(tex2);
int fwidth = final1->GetWidth();
int fheight = final1->GetHeight();
if (FinaleCount < 70)
{
screen->DrawTexture (final1, 0, 0,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
screen->FillBorder (NULL);
return;
}
yval = int(FinaleCount) - 70;
if (yval < 600)
{
yval = Scale (yval, fheight, 600);
screen->DrawTexture (final1, 0, yval,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
screen->DrawTexture (final2, 0, yval - fheight,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
}
else
{ //else, we'll just sit here and wait, for now
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
screen->DrawTexture (final2, 0, 0,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
}
screen->FillBorder (NULL);
}
/*
==================
=
= F_DrawUnderwater
=
==================
*/
extern int NoWipe;
void F_DrawUnderwater(void)
{
extern EMenuState menuactive;
FTexture *pic;
switch (FinaleStage)
{
case 1:
{
PalEntry *palette;
const BYTE *orgpal;
FMemLump lump;
int i;
lump = Wads.ReadLump ("E2PAL");
orgpal = (BYTE *)lump.GetMem();
palette = screen->GetPalette ();
for (i = 256; i > 0; i--, orgpal += 3)
{
*palette++ = PalEntry (orgpal[0], orgpal[1], orgpal[2]);
}
screen->UpdatePalette ();
FinaleStage = 2;
}
// intentional fall-through
case 2:
pic = TexMan("E2END");
screen->DrawTexture (pic, 0, 0,
DTA_VirtualWidth, pic->GetWidth(),
DTA_VirtualHeight, pic->GetHeight(),
TAG_DONE);
screen->FillBorder (NULL);
paused = false;
menuactive = MENU_Off;
NoWipe = -1;
break;
case 4:
{
PalEntry *palette;
int i;
palette = screen->GetPalette ();
for (i = 0; i < 256; ++i)
{
palette[i] = GPalette.BaseColors[i];
}
screen->UpdatePalette ();
pic = TexMan("TITLE");
screen->DrawTexture (pic, 0, 0,
DTA_VirtualWidth, pic->GetWidth(),
DTA_VirtualHeight, pic->GetHeight(),
TAG_DONE);
screen->FillBorder (NULL);
NoWipe = 0;
break;
}
}
}
/*
==================
=
= F_BunnyScroll
=
==================
*/
void F_BunnyScroll (void)
{
static size_t laststage;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
bool bunny = false;
int scrolled;
char name[10];
size_t stage;
FTexture *tex;
int fwidth;
int fheight;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
const char *tex1;
const char *tex2;
if (EndSequences[FinaleSequence].Advanced)
{
tex1 = EndSequences[FinaleSequence].PicName;
tex2 = EndSequences[FinaleSequence].PicName2;
bunny = EndSequences[FinaleSequence].PlayTheEnd;
}
else if (EndSequences[FinaleSequence].EndType == END_BuyStrife)
{
tex1 = "CREDIT";
tex2 = "VELLOGO";
}
else
{
tex1 = "PFUB1";
tex2 = "PFUB2";
bunny = true;
}
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
tex = TexMan(tex1);
fwidth = tex->GetWidth();
fheight = tex->GetHeight();
scrolled = clamp (((signed)FinaleCount-230)*fwidth/640, 0, fwidth);
screen->DrawTexture (tex, scrolled, 0,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
tex = TexMan(tex2);
screen->DrawTexture (tex, scrolled - fwidth, 0,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
screen->FillBorder (NULL);
if (bunny)
{
if (FinaleCount < 1130)
{
return;
}
if (FinaleCount < 1180)
{
screen->DrawTexture (TexMan("END0"), (320-13*8)/2, (200-8*8)/2, DTA_320x200, true, TAG_DONE);
laststage = 0;
return;
}
stage = (FinaleCount-1180) / 5;
if (stage > 6)
stage = 6;
if (stage > laststage)
{
S_Sound (CHAN_WEAPON | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
laststage = stage;
}
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (name, countof(name), "END%d", (int)stage);
screen->DrawTexture (TexMan(name), (320-13*8)/2, (200-8*8)/2, DTA_320x200, true, TAG_DONE);
}
}
//============================================================================
//
// F_StartSlideshow
//
// Starts running the slideshow previously set up.
//
//============================================================================
void F_StartSlideshow ()
{
gameaction = ga_nothing;
gamestate = GS_FINALE;
wipegamestate = GS_FINALE;
viewactive = false;
automapactive = false;
S_StopAllChannels ();
S_ChangeMusic ("D_DARK", 0, true);
V_SetBlend (0,0,0,0);
// The slideshow is determined solely by the map you're on.
if (!multiplayer && level.flags2 & LEVEL2_DEATHSLIDESHOW)
{
FinalePart = 14;
}
else switch (level.levelnum)
{
case 3:
FinalePart = 1;
break;
case 10:
FinalePart = 5;
break;
default:
FinalePart = -99;
break;
}
FinaleCount = 0;
FinaleStage = 5;
FinaleEndCount = 0;
}
//============================================================================
//
// F_AdvanceSlideshow
//
//============================================================================
void F_AdvanceSlideshow ()
{
switch (FinalePart)
{
case -99:
if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
S_ChangeMusic (level.Music, level.musicorder);
gamestate = GS_LEVEL;
wipegamestate = GS_LEVEL;
P_ResumeConversation ();
viewactive = true;
break;
case -1:
wipegamestate = GS_FORCEWIPEFADE;
FinaleStage = 6;
S_StartMusic ("D_FAST");
break;
// Macil's speech on map 3 about the Programmer.
case 1:
FinaleFlat = "SS2F1";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac10", 1, ATTN_NORM);
FinalePart = 2;
FinaleEndCount = 9 * TICRATE;
break;
case 2:
FinaleFlat = "SS2F2";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac11", 1, ATTN_NORM);
FinalePart = 3;
FinaleEndCount = 10 * TICRATE;
break;
case 3:
FinaleFlat = "SS2F3";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac12", 1, ATTN_NORM);
FinalePart = 4;
FinaleEndCount = 12 * TICRATE;
break;
case 4:
FinaleFlat = "SS2F4";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac13", 1, ATTN_NORM);
FinalePart = -99;
FinaleEndCount = 17 * TICRATE;
break;
// Macil's speech on map 10 about the Sigil.
case 5:
FinaleFlat = "SS3F1";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac16", 1, ATTN_NORM);
FinalePart = 6;
FinaleEndCount = 10 * TICRATE;
break;
case 6:
FinaleFlat = "SS3F2";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac17", 1, ATTN_NORM);
FinalePart = 7;
FinaleEndCount = 12 * TICRATE;
break;
case 7:
FinaleFlat = "SS3F3";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac18", 1, ATTN_NORM);
FinalePart = 8;
FinaleEndCount = 12 * TICRATE;
break;
case 8:
FinaleFlat = "SS3F4";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac19", 1, ATTN_NORM);
FinaleEndCount = 11 * TICRATE;
FinalePart = -99;
break;
// You won! You are a hero!
case 10:
FinaleFlat = "SS4F1";
S_StartMusic ("D_HAPPY");
S_Sound (CHAN_VOICE | CHAN_UI, "svox/rie01", 1, ATTN_NORM);
FinaleEndCount = 13 * TICRATE;
FinalePart = 11;
break;
case 11:
FinaleFlat = "SS4F2";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/bbx01", 1, ATTN_NORM);
FinaleEndCount = 11 * TICRATE;
FinalePart = 12;
break;
case 12:
FinaleFlat = "SS4F3";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/bbx02", 1, ATTN_NORM);
FinaleEndCount = 14 * TICRATE;
FinalePart = 13;
break;
case 13:
FinaleFlat = "SS4F4";
FinaleEndCount = 28 * TICRATE;
FinalePart = -1;
break;
// You are dead! All hope is lost!
case 14:
S_StartMusic ("D_SAD");
FinaleFlat = "SS5F1";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss501b", 1, ATTN_NORM);
FinalePart = 15;
FinaleEndCount = 11 * TICRATE;
break;
case 15:
FinaleFlat = "SS5F2";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss502b", 1, ATTN_NORM);
FinalePart = 16;
FinaleEndCount = 10 * TICRATE;
break;
case 16:
FinaleFlat = "SS5F3";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss503b", 1, ATTN_NORM);
FinalePart = -1;
FinaleEndCount = 11 * TICRATE;
break;
// You won, but at what cost?
case 17:
S_StartMusic ("D_END");
FinaleFlat = "SS6F1";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss601a", 1, ATTN_NORM);
FinaleEndCount = 8 * TICRATE;
FinalePart = 18;
break;
case 18:
FinaleFlat = "SS6F2";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss602a", 1, ATTN_NORM);
FinalePart = 19;
FinaleEndCount = 8 * TICRATE;
break;
case 19:
FinaleFlat = "SS6F3";
S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss603a", 1, ATTN_NORM);
FinalePart = -1;
FinaleEndCount = 9 * TICRATE;
break;
}
}
//
// F_Drawer
//
void F_Drawer (void)
{
const char *picname = NULL;
switch (FinaleStage)
{
case 0: // Intermission or end-of-episode text
// erase the entire screen to a tiled background (or picture)
if (!FinaleHasPic)
{
FTextureID picnum = TexMan.CheckForTexture (FinaleFlat, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
if (picnum.isValid())
{
screen->FlatFill (0,0, SCREENWIDTH, SCREENHEIGHT, TexMan(picnum));
}
else
{
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
}
}
else
{
picname = FinaleFlat;
}
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
break;
case 1:
case 2:
case 4:
switch (EndSequences[FinaleSequence].EndType)
{
default:
case END_Pic1:
picname = gameinfo.GetFinalePage(1);
screen->DrawTexture (TexMan[picname], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), TAG_DONE);
break;
case END_Pic2:
picname = gameinfo.GetFinalePage(2);
screen->DrawTexture (TexMan[picname], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), TAG_DONE);
break;
case END_Pic3:
picname = gameinfo.GetFinalePage(3);
screen->DrawTexture (TexMan[picname], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), TAG_DONE);
break;
case END_Pic:
picname = EndSequences[FinaleSequence].PicName;
break;
case END_Bunny:
case END_BuyStrife:
F_BunnyScroll ();
break;
case END_Underwater:
F_DrawUnderwater ();
break;
case END_Demon:
F_DemonScroll ();
break;
}
break;
case 3:
F_CastDrawer ();
break;
case 5:
picname = FinaleFlat;
break;
case 6:
picname = "CREDIT";
break;
case 10:
case 11:
picname = "FINALE1";
break;
case 12:
case 13:
picname = "FINALE2";
break;
case 14:
case 15:
picname = "FINALE3";
break;
}
if (picname != NULL)
{
FTexture *pic = TexMan[picname];
screen->DrawTexture (pic, 0, 0,
DTA_VirtualWidth, pic->GetWidth(),
DTA_VirtualHeight, pic->GetHeight(),
TAG_DONE);
screen->FillBorder (NULL);
if (FinaleStage >= 14)
{ // Chess pic, draw the correct character graphic
if (multiplayer)
{
screen->DrawTexture (TexMan["CHESSALL"], 20, 0,
DTA_VirtualWidth, pic->GetWidth(),
DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
}
else if (players[consoleplayer].CurrentPlayerClass > 0)
{
picname = players[consoleplayer].CurrentPlayerClass == 1 ? "CHESSC" : "CHESSM";
screen->DrawTexture (TexMan[picname], 60, 0,
DTA_VirtualWidth, pic->GetWidth(),
DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
}
}
}
switch (FinaleStage)
{
case 0:
case 11:
case 12:
case 15:
F_TextWrite ();
break;
}
}
//==========================================================================
//
// GetFinaleText
//
//==========================================================================
static void GetFinaleText (const char *msgLumpName)
{
int msgLump;
msgLump = Wads.CheckNumForFullName(msgLumpName, true);
if (msgLump != -1)
{
char *textbuf;
FinaleTextLen = Wads.LumpLength(msgLump);
textbuf = (char *)alloca (FinaleTextLen + 1);
Wads.ReadLump (msgLump, textbuf);
textbuf[FinaleTextLen] = '\0';
FinaleText = textbuf;
}
else
{
FinaleText = "Unknown message ";
FinaleText += msgLumpName;
FinaleTextLen = FinaleText.Len();
}
}