mirror of
https://github.com/ZDoom/gzdoom.git
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3a198a29dc
positioning. To avoid future problems with them I added a new DTA_Fullscreen option for DrawTexture. SVN r1983 (trunk)
1370 lines
30 KiB
C++
1370 lines
30 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Game completion, final screen animation.
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//
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//-----------------------------------------------------------------------------
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#include <ctype.h>
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#include <math.h>
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#include <stdlib.h>
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#include "i_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "i_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "s_sound.h"
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#include "gstrings.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "r_draw.h"
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#include "hu_stuff.h"
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#include "cmdlib.h"
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#include "gi.h"
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#include "p_conversation.h"
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#include "a_strifeglobal.h"
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#include "templates.h"
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#include "c_bind.h"
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#include "r_translate.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "v_palette.h"
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#include "d_main.h"
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static void FadePic ();
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static void GetFinaleText (const char *msgLumpName);
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// Stage of animation:
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// 0 = text
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// 1 = art screen
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// 2 = underwater screen
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// 3 = character cast
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// 4 = Heretic title
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// 5 = Strife slideshow
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static unsigned int FinaleStage;
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static size_t FinaleCount, FinaleEndCount;
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static int FinalePart;
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static int TEXTSPEED;
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#define TEXTWAIT 250
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static int FinaleSequence;
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static SBYTE FadeDir;
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static bool FinaleHasPic;
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static FString FinaleText;
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static size_t FinaleTextLen;
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static const char *FinaleFlat;
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static bool FinaleEnding;
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void F_StartCast (void);
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void F_CastTicker (void);
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bool F_CastResponder (event_t *ev);
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void F_CastDrawer (void);
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void F_AdvanceSlideshow ();
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//
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// F_StartFinale
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//
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void F_StartFinale (const char *music, int musicorder, int cdtrack, unsigned int cdid, const char *flat,
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const char *text, INTBOOL textInLump, INTBOOL finalePic, INTBOOL lookupText,
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bool ending, int endsequence)
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{
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bool loopmusic = ending ? !gameinfo.noloopfinalemusic : true;
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gameaction = ga_nothing;
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gamestate = GS_FINALE;
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viewactive = false;
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automapactive = false;
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// Okay - IWAD dependend stuff.
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// This has been changed severely, and some stuff might have changed in the process.
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//
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// [RH] More flexible now (even more severe changes)
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// FinaleFlat, FinaleText, and music are now determined in G_WorldDone() based on
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// data in a level_info_t and a cluster_info_t.
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if (cdtrack == 0 || !S_ChangeCDMusic (cdtrack, cdid))
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{
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if (music == NULL)
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{
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S_ChangeMusic (gameinfo.finaleMusic, 0, loopmusic);
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}
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else
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{
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S_ChangeMusic (music, musicorder, loopmusic);
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}
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}
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FinaleFlat = (flat != NULL && *flat != 0) ? flat : gameinfo.finaleFlat;
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if (textInLump)
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{
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GetFinaleText (text);
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}
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else
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{
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const char *from = (text != NULL) ? text : "Empty message";
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FinaleText = from;
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FinaleTextLen = FinaleText.Len() + 1;
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}
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if (lookupText)
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{
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const char *str = GStrings[FinaleText.GetChars()];
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if (str != NULL)
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{
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FinaleText = str;
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FinaleTextLen = FinaleText.Len() + 1;
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}
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}
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FinaleStage = 0;
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V_SetBlend (0,0,0,0);
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TEXTSPEED = 2;
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FinaleHasPic = !!finalePic;
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FinaleCount = 0;
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FinaleEndCount = 70;
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FadeDir = -1;
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FinaleEnding = ending;
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FinaleSequence = endsequence;
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S_StopAllChannels ();
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if (ending)
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{
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if (EndSequences[FinaleSequence].EndType == END_Chess)
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{
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TEXTSPEED = 3; // Slow the text to its original rate to match the music.
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S_ChangeMusic ("hall", 0, loopmusic);
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FinaleStage = 10;
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GetFinaleText ("win1msg");
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V_SetBlend (0,0,0,256);
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}
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else if (EndSequences[FinaleSequence].EndType == END_Strife)
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{
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if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
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players[0].mo->FindInventory (QuestItemClasses[27]))
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{
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FinalePart = 10;
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}
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else
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{
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FinalePart = 17;
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}
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FinaleStage = 5;
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FinaleEndCount = 0;
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}
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}
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}
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void F_EndFinale ()
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{
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FinaleText = NULL;
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FinaleTextLen = 0;
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}
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bool F_Responder (event_t *event)
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{
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if (FinaleStage == 3)
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{
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return F_CastResponder (event);
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}
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else if (FinaleStage == 2 && event->type == EV_KeyDown)
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{ // We're showing the water pic; make any key kick to demo mode
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FinaleStage = 4;
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V_ForceBlend (0, 0, 0, 0);
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return true;
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}
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return false;
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}
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//
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// F_Ticker
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//
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void F_Ticker ()
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{
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int i;
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bool interrupt = false;
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// check for skipping
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for (i = 0; i < MAXPLAYERS; i++)
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{
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// Only for buttons going down
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if (!interrupt)
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{
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for (size_t j = 0; j < sizeof(players[i].cmd.ucmd.buttons)*8; ++j)
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{
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if (((players[i].cmd.ucmd.buttons >> j) & 1) &&
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!((players[i].oldbuttons >> j) & 1))
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{
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interrupt = true;
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break;
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}
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}
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}
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players[i].oldbuttons = players[i].cmd.ucmd.buttons;
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}
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// [RH] Non-commercial can be skipped now, too
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if (FinaleStage == 0)
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{
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if (interrupt ||
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((!(gameinfo.flags & GI_MAPxx) || gameinfo.flags & GI_SHAREWARE)
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&& FinaleCount > FinaleTextLen*TEXTSPEED+TEXTWAIT))
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{
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if (FinaleCount < FinaleTextLen*TEXTSPEED+10)
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{
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FinaleCount = FinaleTextLen*TEXTSPEED+10;
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}
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else
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{
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if (FinaleEnding)
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{
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// [RH] Don't automatically advance end-of-game messages
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if (interrupt)
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{
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if (EndSequences[FinaleSequence].EndType == END_Cast)
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{
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F_StartCast ();
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}
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else
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{
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FinaleCount = 0;
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FinaleStage = 1;
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wipegamestate = GS_FORCEWIPE;
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if (EndSequences[FinaleSequence].EndType == END_Bunny)
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{
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if (!EndSequences[FinaleSequence].Advanced)
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S_StartMusic ("$music_bunny");
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}
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}
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if (EndSequences[FinaleSequence].Advanced &&
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!EndSequences[FinaleSequence].Music.IsEmpty())
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{
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S_ChangeMusic(EndSequences[FinaleSequence].Music, 0, EndSequences[FinaleSequence].MusicLooping);
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}
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}
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}
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else
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{
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gameaction = ga_worlddone;
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}
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}
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}
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}
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else if (FinaleStage >= 10)
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{
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// Hexen chess ending with three pages of text.
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// [RH] This can be interrupted to speed it up.
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if (interrupt)
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{
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if (FinaleStage == 11 || FinaleStage == 12 || FinaleStage == 15)
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{ // Stages that display text
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if (FinaleCount < FinaleEndCount-TEXTWAIT)
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{
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FinaleCount = FinaleEndCount-TEXTWAIT;
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}
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else
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{
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FinaleCount = FinaleEndCount;
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}
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}
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else if (FinaleCount < 69)
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{ // Stages that fade pictures
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FinaleCount = 69;
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}
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}
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if (FinaleStage < 15 && FinaleCount >= FinaleEndCount)
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{
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FinaleCount = 0;
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FinaleStage++;
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switch (FinaleStage)
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{
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case 11: // Text 1
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FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
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break;
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case 12: // Pic 2, Text 2
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GetFinaleText ("win2msg");
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FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
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S_ChangeMusic ("orb", 0, !gameinfo.noloopfinalemusic);
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break;
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case 13: // Pic 2 -- Fade out
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FinaleEndCount = 70;
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FadeDir = 1;
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break;
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case 14: // Pic 3 -- Fade in
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FinaleEndCount = 71;
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FadeDir = -1;
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S_ChangeMusic ("chess", 0, !gameinfo.noloopfinalemusic);
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break;
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case 15: // Pic 3, Text 3
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GetFinaleText ("win3msg");
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FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
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break;
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}
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return;
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}
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if (FinaleStage == 10 || FinaleStage == 13 || FinaleStage == 14)
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{
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FadePic ();
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}
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}
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else if (FinaleStage >= 5)
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{ // Strife slideshow
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if (interrupt)
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{
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FinaleCount = FinaleEndCount;
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}
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}
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// advance animation
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FinaleCount++;
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if (FinaleStage == 3)
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{
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F_CastTicker ();
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return;
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}
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else if (FinaleStage == 5 && FinaleCount > FinaleEndCount)
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{
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S_StopSound (CHAN_VOICE);
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F_AdvanceSlideshow ();
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FinaleCount = 0;
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}
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}
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//===========================================================================
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//
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// FadePic
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//
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//===========================================================================
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static void FadePic ()
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{
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int blend = int(256*FinaleCount/70);
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if (FadeDir < 0)
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{
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blend = 256 - blend;
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}
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V_SetBlend (0,0,0,blend);
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}
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//
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// F_TextWrite
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//
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void F_TextWrite (void)
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{
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FTexture *pic;
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int w;
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size_t count;
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const char *ch;
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int c;
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int cx;
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int cy;
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const FRemapTable *range;
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int leftmargin;
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int rowheight;
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bool scale;
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if (FinaleCount < 11)
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return;
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// draw some of the text onto the screen
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leftmargin = (gameinfo.gametype & (GAME_DoomStrifeChex|GAME_Hexen) ? 10 : 20) - 160;
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rowheight = SmallFont->GetHeight () +
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(gameinfo.gametype & (GAME_DoomStrifeChex) ? 3 : -1);
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scale = (CleanXfac != 1 || CleanYfac != 1);
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cx = leftmargin;
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if (FinaleStage == 15)
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{
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cy = 135 - 100;
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}
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else
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{
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cy = (gameinfo.gametype & (GAME_DoomStrifeChex) ? 10 : 5) - 100;
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}
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ch = FinaleText.GetChars();
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count = (FinaleCount - 10)/TEXTSPEED;
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range = SmallFont->GetColorTranslation (CR_UNTRANSLATED);
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for ( ; count ; count-- )
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{
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c = *ch++;
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if (!c)
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break;
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if (c == '\n')
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{
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cx = leftmargin;
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cy += rowheight;
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continue;
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}
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pic = SmallFont->GetChar (c, &w);
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if (cx+w > SCREENWIDTH)
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continue;
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if (pic != NULL)
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{
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if (scale)
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{
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screen->DrawTexture (pic,
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cx + 320 / 2,
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cy + 200 / 2,
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DTA_Translation, range,
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DTA_Clean, true,
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TAG_DONE);
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}
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else
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{
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screen->DrawTexture (pic,
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cx + 320 / 2,
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cy + 200 / 2,
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DTA_Translation, range,
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TAG_DONE);
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}
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}
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cx += w;
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}
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}
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//
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// Final DOOM 2 animation
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// Casting by id Software.
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// in order of appearance
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//
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struct castinfo_t
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{
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const char *name;
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const char *type;
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const AActor *info;
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const PClass *Class;
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};
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castinfo_t castorder[] =
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{
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{"CC_ZOMBIE", "ZombieMan"},
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{"CC_SHOTGUN", "ShotgunGuy"},
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{"CC_HEAVY", "ChaingunGuy"},
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{"CC_IMP", "DoomImp"},
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{"CC_DEMON", "Demon"},
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{"CC_LOST", "LostSoul"},
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{"CC_CACO", "Cacodemon"},
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{"CC_HELL", "HellKnight"},
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{"CC_BARON", "BaronOfHell"},
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{"CC_ARACH", "Arachnotron"},
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{"CC_PAIN", "PainElemental"},
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{"CC_REVEN", "Revenant"},
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{"CC_MANCU", "Fatso"},
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{"CC_ARCH", "Archvile"},
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{"CC_SPIDER", "SpiderMastermind"},
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{"CC_CYBER", "Cyberdemon"},
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{"CC_HERO", "DoomPlayer"},
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{0, NULL}
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};
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static struct
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{
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const char *type;
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BYTE melee;
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BYTE ofs;
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const char *sound;
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FState *match;
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} atkstates[] =
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{
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{ "DoomPlayer", 0, 0, "weapons/sshotf" },
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{ "ZombieMan", 0, 1, "grunt/attack" },
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{ "ShotgunGuy", 0, 1, "shotguy/attack" },
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{ "Archvile", 0, 1, "vile/start" },
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{ "Revenant", 1, 1, "skeleton/swing" },
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{ "Revenant", 1, 3, "skeleton/melee" },
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{ "Revenant", 0, 1, "skeleton/attack" },
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{ "Fatso", 0, 1, "fatso/attack" },
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{ "Fatso", 0, 4, "fatso/attack" },
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{ "Fatso", 0, 7, "fatso/attack" },
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{ "ChaingunGuy", 0, 1, "chainguy/attack" },
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{ "ChaingunGuy", 0, 2, "chainguy/attack" },
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{ "ChaingunGuy", 0, 3, "chainguy/attack" },
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{ "DoomImp", 0, 2, "imp/attack" },
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{ "Demon", 1, 1, "demon/melee" },
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{ "BaronOfHell", 0, 1, "baron/attack" },
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{ "HellKnight", 0, 1, "baron/attack" },
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{ "Cacodemon", 0, 1, "caco/attack" },
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{ "LostSoul", 0, 1, "skull/melee" },
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{ "SpiderMastermind", 0, 1, "spider/attack" },
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{ "SpiderMastermind", 0, 2, "spider/attack" },
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{ "Arachnotron", 0, 1, "baby/attack" },
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{ "Cyberdemon", 0, 1, "weapons/rocklf" },
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{ "Cyberdemon", 0, 3, "weapons/rocklf" },
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{ "Cyberdemon", 0, 5, "weapons/rocklf" },
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{ "PainElemental", 0, 2, "skull/melee" },
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{ NULL }
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};
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|
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int castnum;
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int casttics;
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int castsprite; // [RH] For overriding the player sprite with a skin
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const FRemapTable *casttranslation; // [RH] Draw "our hero" with their chosen suit color
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FState* caststate;
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bool castdeath;
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int castframes;
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int castonmelee;
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bool castattacking;
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static FState *advplayerstate;
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|
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//
|
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// F_StartCast
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//
|
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extern gamestate_t wipegamestate;
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|
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|
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void F_StartCast (void)
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{
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const PClass *type;
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int i;
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|
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// [RH] Set the names and defaults for the cast
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for (i = 0; castorder[i].type; i++)
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{
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type = PClass::FindClass (castorder[i].type);
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if (type == NULL)
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{
|
|
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;
|
|
casttranslation = NULL;
|
|
casttics = caststate->GetTics ();
|
|
castdeath = false;
|
|
FinaleStage = 3;
|
|
castframes = 0;
|
|
castonmelee = 0;
|
|
castattacking = false;
|
|
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;
|
|
casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
|
|
}
|
|
else
|
|
{
|
|
castsprite = caststate->sprite;
|
|
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 ()
|
|
{
|
|
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->GetScaledWidth();
|
|
int fheight = final1->GetScaledHeight();
|
|
|
|
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_Fullscreen, true, 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_Fullscreen, true, 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->GetScaledWidth();
|
|
fheight = tex->GetScaledHeight();
|
|
|
|
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 | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
|
laststage = stage;
|
|
}
|
|
|
|
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;
|
|
case END_TitleScreen:
|
|
D_StartTitle ();
|
|
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_Fullscreen, true, TAG_DONE);
|
|
screen->FillBorder (NULL);
|
|
if (FinaleStage >= 14)
|
|
{ // Chess pic, draw the correct character graphic
|
|
double w = pic->GetScaledWidthDouble();
|
|
double h = pic->GetScaledHeightDouble();
|
|
if (multiplayer)
|
|
{
|
|
screen->DrawTexture (TexMan["CHESSALL"], 20, 0,
|
|
DTA_VirtualWidth, w,
|
|
DTA_VirtualHeight, h, TAG_DONE);
|
|
}
|
|
else if (players[consoleplayer].CurrentPlayerClass > 0)
|
|
{
|
|
picname = players[consoleplayer].CurrentPlayerClass == 1 ? "CHESSC" : "CHESSM";
|
|
screen->DrawTexture (TexMan[picname], 60, 0,
|
|
DTA_VirtualWidth, w,
|
|
DTA_VirtualHeight, h, 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();
|
|
}
|
|
}
|