raze/source/blood/src/credits.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
#include "compat.h"
#include "SmackerDecoder.h"
#include "common_game.h"
#include "blood.h"
#include "controls.h"
#include "globals.h"
#include "sound.h"
#include "view.h"
#include "animtexture.h"
#include "../glbackend/glbackend.h"
#include "raze_sound.h"
#include "v_2ddrawer.h"
#include "screenjob.h"
#include "gamestate.h"
#include "seq.h"
#include "menu.h"
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BEGIN_BLD_NS
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void playlogos()
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{
JobDesc jobs[6];
int job = 0;
static AnimSound logosound[] =
{
{ 1, -1 },
{ -1, -1 },
{ 1, -1 },
{ -1,-1 }
};
if (logosound[0].soundnum == -1)
{
logosound[0].soundnum = S_FindSound("logo.wav");
logosound[2].soundnum = S_FindSound("gt.wav");
}
if (fileSystem.FindFile("logo.smk"))
{
jobs[job++] = { PlayVideo("logo.smk", &logosound[0], 0) };
}
else
{
jobs[job++] = { Create<DBlackScreen>(1), []() { sndStartSample("THUNDER2", 128, -1); }};
jobs[job++] = { Create<DImageScreen>(2050) };
}
if (fileSystem.FindFile("gti.smk"))
{
jobs[job++] = { PlayVideo("gti.smk", &logosound[2], 0) };
}
else
{
jobs[job++] = { Create<DBlackScreen>(1), []() { sndStartSample("THUNDER2", 128, -1); }};
jobs[job++] = { Create<DImageScreen>(2052) };
}
jobs[job++] = { Create<DBlackScreen>(1), []() { sndPlaySpecialMusicOrNothing(MUS_INTRO); sndStartSample("THUNDER2", 128, -1); }};
jobs[job++] = { Create<DImageScreen>(2518, DScreenJob::fadein) };
RunScreenJob(jobs, job, [](bool) {
gamestate = GS_DEMOSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
}, true, true);
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}
void playSmk(const char *smk, const char *wav, int wavid, CompletionFunc func)
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{
JobDesc jobs{};
static AnimSound smksound[] =
{
{ 1, -1 },
{ -1, -1 },
};
int id = S_FindSoundByResID(wavid);
if (id <= 0)
{
FString wavv = wav;
FixPathSeperator(wavv);
id = S_FindSound(wavv);
}
FString smkk = smk;
FixPathSeperator(smkk);
smksound[0].soundnum = id;
jobs.job = PlayVideo(smkk, smksound, nullptr);
RunScreenJob(&jobs, 1, func);
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}
void levelPlayIntroScene(int nEpisode, CompletionFunc completion)
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{
gGameOptions.uGameFlags &= ~4;
Mus_Stop();
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
EPISODEINFO *pEpisode = &gEpisodeInfo[nEpisode];
playSmk(pEpisode->cutsceneAName, pEpisode->cutsceneASound, pEpisode->at9028, completion);
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}
void levelPlayEndScene(int nEpisode, CompletionFunc completion)
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{
gGameOptions.uGameFlags &= ~8;
Mus_Stop();
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
EPISODEINFO *pEpisode = &gEpisodeInfo[nEpisode];
playSmk(pEpisode->cutsceneBName, pEpisode->cutsceneBSound, pEpisode->at902c, completion);
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}
END_BLD_NS