// 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 #include #include #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) { S_StartMusic ("d_bunny"); } } } } 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(); 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; S_ChangeMusic ("d_evil"); } // // F_CastTicker // void F_CastTicker (void) { int atten; 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) { if (castorder[castnum].info->flags2 & MF2_BOSS) atten = ATTN_SURROUND; else atten = ATTN_NONE; S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, atten); } 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, castnum == 15 || castnum == 14 ? ATTN_SURROUND : 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 () { int yval; FTexture *final1 = TexMan("FINAL1"); 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 (TexMan("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 (TexMan("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 const char tex1name[2][8] = { "CREDIT", "PFUB1" }; static const char tex2name[2][8] = { "VELLOGO", "PFUB2" }; static size_t laststage; bool bunny = EndSequences[FinaleSequence].EndType != END_BuyStrife; int scrolled; char name[10]; size_t stage; FTexture *tex; int fwidth; int fheight; V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT); tex = TexMan(tex1name[bunny]); fwidth = tex->GetWidth(); fheight = tex->GetHeight(); scrolled = clamp (((signed)FinaleCount-230)*fwidth/640, 0, fwidth); tex = TexMan(tex1name[bunny]); screen->DrawTexture (tex, scrolled, 0, DTA_VirtualWidth, fwidth, DTA_VirtualHeight, fheight, DTA_Masked, false, TAG_DONE); tex = TexMan(tex2name[bunny]); 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%i", 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; TexMan.AddPatch (picname); // make sure it exists! 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.CheckNumForName(msgLumpName); 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(); } }