gzdoom-gles/src/f_finale.cpp
Christoph Oelckers 77b9c162e2 - 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

1369 lines
30 KiB
C++

// 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 <malloc.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"
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 (char *music, int musicorder, int cdtrack, unsigned int cdid, char *flat, char *text,
INTBOOL textInLump, INTBOOL finalePic, INTBOOL lookupText, bool ending)
{
bool loopmusic = ending ? !(gameinfo.flags & GI_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 ||
((gamemode != commercial || 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)
{
if (!EndSequences[FinaleSequence].Advanced)
S_StartMusic ("d_bunny");
}
}
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.flags & GI_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.flags & GI_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 ((fixed_t *)NULL, 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;
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_Doom|GAME_Strife|GAME_Hexen) ? 10 : 20) - 160;
rowheight = screen->Font->GetHeight () +
(gameinfo.gametype & (GAME_Doom|GAME_Strife) ? 3 : -1);
scale = (CleanXfac != 1 || CleanYfac != 1);
cx = leftmargin;
if (FinaleStage == 15)
{
cy = 135 - 100;
}
else
{
cy = (gameinfo.gametype & (GAME_Doom|GAME_Strife) ? 10 : 5) - 100;
}
ch = FinaleText.GetChars();
count = (FinaleCount - 10)/TEXTSPEED;
range = screen->Font->GetColorTranslation (CR_UNTRANSLATED);
for ( ; count ; count-- )
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = leftmargin;
cy += rowheight;
continue;
}
pic = screen->Font->GetChar (c, &w);
if (cx+w > SCREENWIDTH)
continue;
if (pic != NULL)
{
if (scale)
{
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
DTA_Translation, range,
DTA_Clean, true,
TAG_DONE);
}
else
{
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
DTA_Translation, range,
TAG_DONE);
}
}
cx += w;
}
}
//
// Final DOOM 2 animation
// Casting by id Software.
// in order of appearance
//
typedef struct
{
const char *name;
const char *type;
const AActor *info;
const PClass *Class;
} castinfo_t;
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
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.index;
casttranslation = NULL;
casttics = caststate->GetTics ();
castdeath = false;
FinaleStage = 3;
castframes = 0;
castonmelee = 0;
castattacking = false;
if (!EndSequences[FinaleSequence].Advanced)
S_ChangeMusic ("d_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_SoundID (CHAN_VOICE, 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;
casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
}
else
{
castsprite = caststate->sprite.index;
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, 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 id = S_LookupPlayerSound (
S_Sound (players[consoleplayer].mo, CHAN_VOICE, "*death", 1, ATTN_NONE);
}
else if (castorder[castnum].info->DeathSound)
{
S_SoundID (CHAN_VOICE, 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 (CR_RED,
(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 ()
{
const char *tex1, *tex2;
if (EndSequences[FinaleSequence].Advanced)
{
tex1 = EndSequences[FinaleSequence].PicName;
tex2 = EndSequences[FinaleSequence].PicName2;
}
else
{
tex1 = "FINAL1";
tex2 = "FINAL2";
}
int yval;
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);
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
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;
bool bunny = false;
int scrolled;
char name[10];
size_t stage;
FTexture *tex;
int fwidth;
int fheight;
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);
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);
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, "weapons/pistol", 1, ATTN_NONE);
laststage = stage;
}
sprintf (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.flags & LEVEL_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, "svox/mac10", 1, ATTN_NORM);
FinalePart = 2;
FinaleEndCount = 9 * TICRATE;
break;
case 2:
FinaleFlat = "SS2F2";
S_Sound (CHAN_VOICE, "svox/mac11", 1, ATTN_NORM);
FinalePart = 3;
FinaleEndCount = 10 * TICRATE;
break;
case 3:
FinaleFlat = "SS2F3";
S_Sound (CHAN_VOICE, "svox/mac12", 1, ATTN_NORM);
FinalePart = 4;
FinaleEndCount = 12 * TICRATE;
break;
case 4:
FinaleFlat = "SS2F4";
S_Sound (CHAN_VOICE, "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, "svox/mac16", 1, ATTN_NORM);
FinalePart = 6;
FinaleEndCount = 10 * TICRATE;
break;
case 6:
FinaleFlat = "SS3F2";
S_Sound (CHAN_VOICE, "svox/mac17", 1, ATTN_NORM);
FinalePart = 7;
FinaleEndCount = 12 * TICRATE;
break;
case 7:
FinaleFlat = "SS3F3";
S_Sound (CHAN_VOICE, "svox/mac18", 1, ATTN_NORM);
FinalePart = 8;
FinaleEndCount = 12 * TICRATE;
break;
case 8:
FinaleFlat = "SS3F4";
S_Sound (CHAN_VOICE, "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, "svox/rie01", 1, ATTN_NORM);
FinaleEndCount = 13 * TICRATE;
FinalePart = 11;
break;
case 11:
FinaleFlat = "SS4F2";
S_Sound (CHAN_VOICE, "svox/bbx01", 1, ATTN_NORM);
FinaleEndCount = 11 * TICRATE;
FinalePart = 12;
break;
case 12:
FinaleFlat = "SS4F3";
S_Sound (CHAN_VOICE, "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, "svox/ss501b", 1, ATTN_NORM);
FinalePart = 15;
FinaleEndCount = 11 * TICRATE;
break;
case 15:
FinaleFlat = "SS5F2";
S_Sound (CHAN_VOICE, "svox/ss502b", 1, ATTN_NORM);
FinalePart = 16;
FinaleEndCount = 10 * TICRATE;
break;
case 16:
FinaleFlat = "SS5F3";
S_Sound (CHAN_VOICE, "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, "svox/ss601a", 1, ATTN_NORM);
FinaleEndCount = 8 * TICRATE;
FinalePart = 18;
break;
case 18:
FinaleFlat = "SS6F2";
S_Sound (CHAN_VOICE, "svox/ss602a", 1, ATTN_NORM);
FinalePart = 19;
FinaleEndCount = 8 * TICRATE;
break;
case 19:
FinaleFlat = "SS6F3";
S_Sound (CHAN_VOICE, "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)
{
int picnum = TexMan.CheckForTexture (FinaleFlat, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
if (picnum >= 0)
{
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.finalePage1;
screen->DrawTexture (TexMan[picname], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), TAG_DONE);
break;
case END_Pic2:
picname = gameinfo.finalePage2;
screen->DrawTexture (TexMan[picname], 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), TAG_DONE);
break;
case END_Pic3:
picname = gameinfo.finalePage3;
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();
}
}