0345dadebf
Also now has working input (although not perfect) - Needs mouse or touch. Also now supports screen size doubling when the screen is significantly larger than doom's screen.
739 lines
14 KiB
C
739 lines
14 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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static const char
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rcsid[] = "$Id: f_finale.c,v 1.5 1997/02/03 21:26:34 b1 Exp $";
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#include <ctype.h>
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// Functions.
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#include "i_system.h"
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#include "m_swap.h"
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#include "z_zone.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "s_sound.h"
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// Data.
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#include "dstrings.h"
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#include "sounds.h"
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#include "doomstat.h"
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#include "r_state.h"
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// ?
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//#include "doomstat.h"
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//#include "r_local.h"
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//#include "f_finale.h"
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// Stage of animation:
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// 0 = text, 1 = art screen, 2 = character cast
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int finalestage;
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int finalecount;
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#define TEXTSPEED 3
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#define TEXTWAIT 250
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char* e1text = E1TEXT;
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char* e2text = E2TEXT;
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char* e3text = E3TEXT;
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char* e4text = E4TEXT;
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char* c1text = C1TEXT;
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char* c2text = C2TEXT;
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char* c3text = C3TEXT;
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char* c4text = C4TEXT;
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char* c5text = C5TEXT;
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char* c6text = C6TEXT;
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char* p1text = P1TEXT;
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char* p2text = P2TEXT;
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char* p3text = P3TEXT;
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char* p4text = P4TEXT;
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char* p5text = P5TEXT;
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char* p6text = P6TEXT;
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char* t1text = T1TEXT;
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char* t2text = T2TEXT;
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char* t3text = T3TEXT;
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char* t4text = T4TEXT;
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char* t5text = T5TEXT;
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char* t6text = T6TEXT;
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char* finaletext;
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char* finaleflat;
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void F_StartCast (void);
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void F_CastTicker (void);
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boolean F_CastResponder (event_t *ev);
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void F_CastDrawer (void);
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//
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// F_StartFinale
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//
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void F_StartFinale (void)
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{
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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 severly, and
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// some stuff might have changed in the process.
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switch ( gamemode )
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{
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// DOOM 1 - E1, E3 or E4, but each nine missions
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case shareware:
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case registered:
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case retail:
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{
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S_ChangeMusic(mus_victor, true);
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switch (gameepisode)
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{
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case 1:
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finaleflat = "FLOOR4_8";
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finaletext = e1text;
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break;
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case 2:
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finaleflat = "SFLR6_1";
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finaletext = e2text;
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break;
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case 3:
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finaleflat = "MFLR8_4";
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finaletext = e3text;
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break;
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case 4:
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finaleflat = "MFLR8_3";
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finaletext = e4text;
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break;
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default:
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// Ouch.
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break;
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}
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break;
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}
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// DOOM II and missions packs with E1, M34
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case commercial:
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{
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S_ChangeMusic(mus_read_m, true);
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switch (gamemap)
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{
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case 6:
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finaleflat = "SLIME16";
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finaletext = c1text;
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break;
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case 11:
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finaleflat = "RROCK14";
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finaletext = c2text;
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break;
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case 20:
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finaleflat = "RROCK07";
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finaletext = c3text;
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break;
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case 30:
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finaleflat = "RROCK17";
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finaletext = c4text;
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break;
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case 15:
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finaleflat = "RROCK13";
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finaletext = c5text;
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break;
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case 31:
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finaleflat = "RROCK19";
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finaletext = c6text;
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break;
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default:
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// Ouch.
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break;
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}
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break;
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}
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// Indeterminate.
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default:
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S_ChangeMusic(mus_read_m, true);
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finaleflat = "F_SKY1"; // Not used anywhere else.
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finaletext = c1text; // FIXME - other text, music?
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break;
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}
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finalestage = 0;
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finalecount = 0;
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}
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boolean F_Responder (event_t *event)
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{
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if (finalestage == 2)
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return F_CastResponder (event);
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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 (void)
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{
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int i;
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// check for skipping
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if ( (gamemode == commercial)
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&& ( finalecount > 50) )
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{
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// go on to the next level
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for (i=0 ; i<MAXPLAYERS ; i++)
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if (players[i].cmd.buttons)
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break;
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if (i < MAXPLAYERS)
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{
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if (gamemap == 30)
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F_StartCast ();
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else
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gameaction = ga_worlddone;
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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 == 2)
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{
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F_CastTicker ();
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return;
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}
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if ( gamemode == commercial)
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return;
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if (!finalestage && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
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{
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finalecount = 0;
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finalestage = 1;
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wipegamestate = -1; // force a wipe
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if (gameepisode == 3)
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S_StartMusic (mus_bunny);
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}
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}
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//
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// F_TextWrite
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//
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#include "hu_stuff.h"
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extern patch_t *hu_font[HU_FONTSIZE];
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void F_TextWrite (void)
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{
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byte* src;
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byte* dest;
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int x,y,w;
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int count;
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char* ch;
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int c;
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int cx;
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int cy;
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// erase the entire screen to a tiled background
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src = W_CacheLumpName ( finaleflat , PU_CACHE);
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dest = screens[0];
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for (y=0 ; y<SCREENHEIGHT ; y++)
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{
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for (x=0 ; x<SCREENWIDTH/64 ; x++)
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{
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memcpy (dest, src+((y&63)<<6), 64);
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dest += 64;
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}
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if (SCREENWIDTH&63)
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{
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memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
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dest += (SCREENWIDTH&63);
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}
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}
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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// draw some of the text onto the screen
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cx = 10;
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cy = 10;
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ch = finaletext;
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count = (finalecount - 10)/TEXTSPEED;
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if (count < 0)
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count = 0;
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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 = 10;
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cy += 11;
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continue;
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}
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c = toupper(c) - HU_FONTSTART;
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if (c < 0 || c> HU_FONTSIZE)
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{
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cx += 4;
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continue;
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}
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w = SHORT (hu_font[c]->width);
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if (cx+w > SCREENWIDTH)
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break;
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V_DrawPatch(cx, cy, 0, hu_font[c]);
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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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typedef struct
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{
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char *name;
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mobjtype_t type;
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} castinfo_t;
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castinfo_t castorder[] = {
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{CC_ZOMBIE, MT_POSSESSED},
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{CC_SHOTGUN, MT_SHOTGUY},
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{CC_HEAVY, MT_CHAINGUY},
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{CC_IMP, MT_TROOP},
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{CC_DEMON, MT_SERGEANT},
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{CC_LOST, MT_SKULL},
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{CC_CACO, MT_HEAD},
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{CC_HELL, MT_KNIGHT},
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{CC_BARON, MT_BRUISER},
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{CC_ARACH, MT_BABY},
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{CC_PAIN, MT_PAIN},
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{CC_REVEN, MT_UNDEAD},
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{CC_MANCU, MT_FATSO},
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{CC_ARCH, MT_VILE},
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{CC_SPIDER, MT_SPIDER},
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{CC_CYBER, MT_CYBORG},
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{CC_HERO, MT_PLAYER},
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{NULL,0}
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};
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int castnum;
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int casttics;
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state_t* caststate;
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boolean castdeath;
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int castframes;
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int castonmelee;
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boolean castattacking;
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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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void F_StartCast (void)
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{
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wipegamestate = -1; // force a screen wipe
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castnum = 0;
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caststate = &states[mobjinfo[castorder[castnum].type].seestate];
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casttics = caststate->tics;
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castdeath = false;
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finalestage = 2;
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castframes = 0;
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castonmelee = 0;
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castattacking = false;
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S_ChangeMusic(mus_evil, true);
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}
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//
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// F_CastTicker
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//
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void F_CastTicker (void)
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{
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int st;
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int sfx;
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if (--casttics > 0)
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return; // not time to change state yet
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if (caststate->tics == -1 || caststate->nextstate == S_NULL)
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{
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// switch from deathstate to next monster
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castnum++;
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castdeath = false;
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if (castorder[castnum].name == NULL)
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castnum = 0;
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if (mobjinfo[castorder[castnum].type].seesound)
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S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
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caststate = &states[mobjinfo[castorder[castnum].type].seestate];
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castframes = 0;
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}
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else
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{
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// just advance to next state in animation
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if (caststate == &states[S_PLAY_ATK1])
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goto stopattack; // Oh, gross hack!
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st = caststate->nextstate;
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caststate = &states[st];
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castframes++;
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// sound hacks....
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switch (st)
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{
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case S_PLAY_ATK1: sfx = sfx_dshtgn; break;
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case S_POSS_ATK2: sfx = sfx_pistol; break;
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case S_SPOS_ATK2: sfx = sfx_shotgn; break;
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case S_VILE_ATK2: sfx = sfx_vilatk; break;
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case S_SKEL_FIST2: sfx = sfx_skeswg; break;
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case S_SKEL_FIST4: sfx = sfx_skepch; break;
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case S_SKEL_MISS2: sfx = sfx_skeatk; break;
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case S_FATT_ATK8:
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case S_FATT_ATK5:
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case S_FATT_ATK2: sfx = sfx_firsht; break;
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case S_CPOS_ATK2:
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case S_CPOS_ATK3:
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case S_CPOS_ATK4: sfx = sfx_shotgn; break;
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case S_TROO_ATK3: sfx = sfx_claw; break;
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case S_SARG_ATK2: sfx = sfx_sgtatk; break;
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case S_BOSS_ATK2:
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case S_BOS2_ATK2:
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case S_HEAD_ATK2: sfx = sfx_firsht; break;
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case S_SKULL_ATK2: sfx = sfx_sklatk; break;
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case S_SPID_ATK2:
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case S_SPID_ATK3: sfx = sfx_shotgn; break;
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case S_BSPI_ATK2: sfx = sfx_plasma; break;
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case S_CYBER_ATK2:
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case S_CYBER_ATK4:
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case S_CYBER_ATK6: sfx = sfx_rlaunc; break;
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case S_PAIN_ATK3: sfx = sfx_sklatk; break;
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default: sfx = 0; break;
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}
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if (sfx)
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S_StartSound (NULL, sfx);
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}
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if (castframes == 12)
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{
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// go into attack frame
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castattacking = true;
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if (castonmelee)
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caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
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else
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caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
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castonmelee ^= 1;
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if (caststate == &states[S_NULL])
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{
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if (castonmelee)
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caststate=
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&states[mobjinfo[castorder[castnum].type].meleestate];
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else
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caststate=
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&states[mobjinfo[castorder[castnum].type].missilestate];
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}
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}
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|
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if (castattacking)
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{
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if (castframes == 24
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|| caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
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{
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stopattack:
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castattacking = false;
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castframes = 0;
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caststate = &states[mobjinfo[castorder[castnum].type].seestate];
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}
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}
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casttics = caststate->tics;
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if (casttics == -1)
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casttics = 15;
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}
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|
|
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//
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// F_CastResponder
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//
|
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|
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boolean F_CastResponder (event_t* ev)
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{
|
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if (ev->type != ev_keydown)
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return false;
|
|
|
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if (castdeath)
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return true; // already in dying frames
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|
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// go into death frame
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castdeath = true;
|
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caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
|
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casttics = caststate->tics;
|
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castframes = 0;
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castattacking = false;
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if (mobjinfo[castorder[castnum].type].deathsound)
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S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
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return true;
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}
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|
|
|
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void F_CastPrint (char* text)
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{
|
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char* ch;
|
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int c;
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int cx;
|
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int w;
|
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int width;
|
|
|
|
// find width
|
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ch = text;
|
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width = 0;
|
|
|
|
while (ch)
|
|
{
|
|
c = *ch++;
|
|
if (!c)
|
|
break;
|
|
c = toupper(c) - HU_FONTSTART;
|
|
if (c < 0 || c> HU_FONTSIZE)
|
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{
|
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width += 4;
|
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continue;
|
|
}
|
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|
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w = SHORT (hu_font[c]->width);
|
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width += w;
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}
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|
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// draw it
|
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cx = 160-width/2;
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ch = text;
|
|
while (ch)
|
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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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c = toupper(c) - HU_FONTSTART;
|
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if (c < 0 || c> HU_FONTSIZE)
|
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{
|
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cx += 4;
|
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continue;
|
|
}
|
|
|
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w = SHORT (hu_font[c]->width);
|
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V_DrawPatch(cx, 180, 0, hu_font[c]);
|
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cx+=w;
|
|
}
|
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|
|
}
|
|
|
|
|
|
//
|
|
// F_CastDrawer
|
|
//
|
|
void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);
|
|
|
|
void F_CastDrawer (void)
|
|
{
|
|
spritedef_t* sprdef;
|
|
spriteframe_t* sprframe;
|
|
int lump;
|
|
boolean flip;
|
|
patch_t* patch;
|
|
|
|
// erase the entire screen to a background
|
|
V_DrawPatch (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE));
|
|
|
|
F_CastPrint (castorder[castnum].name);
|
|
|
|
// draw the current frame in the middle of the screen
|
|
sprdef = &sprites[caststate->sprite];
|
|
sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
|
|
lump = sprframe->lump[0];
|
|
flip = (boolean)sprframe->flip[0];
|
|
|
|
patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
|
|
if (flip)
|
|
V_DrawPatchFlipped (160,170,0,patch);
|
|
else
|
|
V_DrawPatch (160,170,0,patch);
|
|
}
|
|
|
|
|
|
//
|
|
// F_DrawPatchCol
|
|
//
|
|
void
|
|
F_DrawPatchCol
|
|
( int x,
|
|
patch_t* patch,
|
|
int col )
|
|
{
|
|
column_t* column;
|
|
byte* source;
|
|
byte* dest;
|
|
byte* desttop;
|
|
int count;
|
|
|
|
column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
|
|
desttop = screens[0]+x;
|
|
|
|
// step through the posts in a column
|
|
while (column->topdelta != 0xff )
|
|
{
|
|
source = (byte *)column + 3;
|
|
dest = desttop + column->topdelta*SCREENWIDTH;
|
|
count = column->length;
|
|
|
|
while (count--)
|
|
{
|
|
*dest = *source++;
|
|
dest += SCREENWIDTH;
|
|
}
|
|
column = (column_t *)( (byte *)column + column->length + 4 );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// F_BunnyScroll
|
|
//
|
|
void F_BunnyScroll (void)
|
|
{
|
|
int scrolled;
|
|
int x;
|
|
patch_t* p1;
|
|
patch_t* p2;
|
|
char name[10];
|
|
int stage;
|
|
static int laststage;
|
|
|
|
p1 = W_CacheLumpName ("PFUB2", PU_LEVEL);
|
|
p2 = W_CacheLumpName ("PFUB1", PU_LEVEL);
|
|
|
|
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
scrolled = 320 - (finalecount-230)/2;
|
|
if (scrolled > 320)
|
|
scrolled = 320;
|
|
if (scrolled < 0)
|
|
scrolled = 0;
|
|
|
|
for ( x=0 ; x<SCREENWIDTH ; x++)
|
|
{
|
|
if (x+scrolled < 320)
|
|
F_DrawPatchCol (x, p1, x+scrolled);
|
|
else
|
|
F_DrawPatchCol (x, p2, x+scrolled - 320);
|
|
}
|
|
|
|
if (finalecount < 1130)
|
|
return;
|
|
if (finalecount < 1180)
|
|
{
|
|
V_DrawPatch ((SCREENWIDTH-13*8)/2,
|
|
(SCREENHEIGHT-8*8)/2,0, W_CacheLumpName ("END0",PU_CACHE));
|
|
laststage = 0;
|
|
return;
|
|
}
|
|
|
|
stage = (finalecount-1180) / 5;
|
|
if (stage > 6)
|
|
stage = 6;
|
|
if (stage > laststage)
|
|
{
|
|
S_StartSound (NULL, sfx_pistol);
|
|
laststage = stage;
|
|
}
|
|
|
|
I_sprintf (name,"END%i",stage);
|
|
V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName (name,PU_CACHE));
|
|
}
|
|
|
|
|
|
//
|
|
// F_Drawer
|
|
//
|
|
void F_Drawer (void)
|
|
{
|
|
if (finalestage == 2)
|
|
{
|
|
F_CastDrawer ();
|
|
return;
|
|
}
|
|
|
|
if (!finalestage)
|
|
F_TextWrite ();
|
|
else
|
|
{
|
|
switch (gameepisode)
|
|
{
|
|
case 1:
|
|
if ( gamemode == retail )
|
|
V_DrawPatch (0,0,0,
|
|
W_CacheLumpName("CREDIT",PU_CACHE));
|
|
else
|
|
V_DrawPatch (0,0,0,
|
|
W_CacheLumpName("HELP2",PU_CACHE));
|
|
break;
|
|
case 2:
|
|
V_DrawPatch(0,0,0,
|
|
W_CacheLumpName("VICTORY2",PU_CACHE));
|
|
break;
|
|
case 3:
|
|
F_BunnyScroll ();
|
|
break;
|
|
case 4:
|
|
V_DrawPatch (0,0,0,
|
|
W_CacheLumpName("ENDPIC",PU_CACHE));
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|