gzdoom/src/f_finale.cpp
Christoph Oelckers 0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00

1341 lines
29 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)
{
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<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;
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();
}
}