// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: f_finale.c 8 2005-07-23 16:44:57Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // 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., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:31 fraggle // Initial import // // // DESCRIPTION: // Game completion, final screen animation. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: f_finale.c 8 2005-07-23 16:44:57Z fraggle $"; #include // Functions. #include "i_system.h" #include "m_swap.h" #include "z_zone.h" #include "v_video.h" #include "w_wad.h" #include "s_sound.h" // Data. #include "dstrings.h" #include "sounds.h" #include "doomstat.h" #include "r_state.h" // ? //#include "doomstat.h" //#include "r_local.h" //#include "f_finale.h" // Stage of animation: // 0 = text, 1 = art screen, 2 = character cast int finalestage; int finalecount; #define TEXTSPEED 3 #define TEXTWAIT 250 char* e1text = E1TEXT; char* e2text = E2TEXT; char* e3text = E3TEXT; char* e4text = E4TEXT; char* c1text = C1TEXT; char* c2text = C2TEXT; char* c3text = C3TEXT; char* c4text = C4TEXT; char* c5text = C5TEXT; char* c6text = C6TEXT; char* p1text = P1TEXT; char* p2text = P2TEXT; char* p3text = P3TEXT; char* p4text = P4TEXT; char* p5text = P5TEXT; char* p6text = P6TEXT; char* t1text = T1TEXT; char* t2text = T2TEXT; char* t3text = T3TEXT; char* t4text = T4TEXT; char* t5text = T5TEXT; char* t6text = T6TEXT; char* finaletext; char* finaleflat; void F_StartCast (void); void F_CastTicker (void); boolean F_CastResponder (event_t *ev); void F_CastDrawer (void); // // F_StartFinale // void F_StartFinale (void) { gameaction = ga_nothing; gamestate = GS_FINALE; viewactive = false; automapactive = false; // Okay - IWAD dependend stuff. // This has been changed severly, and // some stuff might have changed in the process. switch ( gamemode ) { // DOOM 1 - E1, E3 or E4, but each nine missions case shareware: case registered: case retail: { S_ChangeMusic(mus_victor, true); switch (gameepisode) { case 1: finaleflat = "FLOOR4_8"; finaletext = e1text; break; case 2: finaleflat = "SFLR6_1"; finaletext = e2text; break; case 3: finaleflat = "MFLR8_4"; finaletext = e3text; break; case 4: finaleflat = "MFLR8_3"; finaletext = e4text; break; default: // Ouch. break; } break; } // DOOM II and missions packs with E1, M34 case commercial: { S_ChangeMusic(mus_read_m, true); switch (gamemap) { case 6: finaleflat = "SLIME16"; finaletext = c1text; break; case 11: finaleflat = "RROCK14"; finaletext = c2text; break; case 20: finaleflat = "RROCK07"; finaletext = c3text; break; case 30: finaleflat = "RROCK17"; finaletext = c4text; break; case 15: finaleflat = "RROCK13"; finaletext = c5text; break; case 31: finaleflat = "RROCK19"; finaletext = c6text; break; default: // Ouch. break; } break; } // Indeterminate. default: S_ChangeMusic(mus_read_m, true); finaleflat = "F_SKY1"; // Not used anywhere else. finaletext = c1text; // FIXME - other text, music? break; } finalestage = 0; finalecount = 0; } boolean F_Responder (event_t *event) { if (finalestage == 2) return F_CastResponder (event); return false; } // // F_Ticker // void F_Ticker (void) { int i; // check for skipping if ( (gamemode == commercial) && ( finalecount > 50) ) { // go on to the next level for (i=0 ; istrlen (finaletext)*TEXTSPEED + TEXTWAIT) { finalecount = 0; finalestage = 1; wipegamestate = -1; // force a wipe if (gameepisode == 3) S_StartMusic (mus_bunny); } } // // F_TextWrite // #include "hu_stuff.h" extern patch_t *hu_font[HU_FONTSIZE]; void F_TextWrite (void) { byte* src; byte* dest; int x,y,w; int count; char* ch; int c; int cx; int cy; // erase the entire screen to a tiled background src = W_CacheLumpName ( finaleflat , PU_CACHE); dest = screens[0]; for (y=0 ; y HU_FONTSIZE) { cx += 4; continue; } w = SHORT (hu_font[c]->width); if (cx+w > SCREENWIDTH) break; V_DrawPatch(cx, cy, 0, hu_font[c]); cx+=w; } } // // Final DOOM 2 animation // Casting by id Software. // in order of appearance // typedef struct { char *name; mobjtype_t type; } castinfo_t; castinfo_t castorder[] = { {CC_ZOMBIE, MT_POSSESSED}, {CC_SHOTGUN, MT_SHOTGUY}, {CC_HEAVY, MT_CHAINGUY}, {CC_IMP, MT_TROOP}, {CC_DEMON, MT_SERGEANT}, {CC_LOST, MT_SKULL}, {CC_CACO, MT_HEAD}, {CC_HELL, MT_KNIGHT}, {CC_BARON, MT_BRUISER}, {CC_ARACH, MT_BABY}, {CC_PAIN, MT_PAIN}, {CC_REVEN, MT_UNDEAD}, {CC_MANCU, MT_FATSO}, {CC_ARCH, MT_VILE}, {CC_SPIDER, MT_SPIDER}, {CC_CYBER, MT_CYBORG}, {CC_HERO, MT_PLAYER}, {NULL,0} }; int castnum; int casttics; state_t* caststate; boolean castdeath; int castframes; int castonmelee; boolean castattacking; // // F_StartCast // extern gamestate_t wipegamestate; void F_StartCast (void) { wipegamestate = -1; // force a screen wipe castnum = 0; caststate = &states[mobjinfo[castorder[castnum].type].seestate]; casttics = caststate->tics; castdeath = false; finalestage = 2; castframes = 0; castonmelee = 0; castattacking = false; S_ChangeMusic(mus_evil, true); } // // F_CastTicker // void F_CastTicker (void) { int st; int sfx; if (--casttics > 0) return; // not time to change state yet if (caststate->tics == -1 || caststate->nextstate == S_NULL) { // switch from deathstate to next monster castnum++; castdeath = false; if (castorder[castnum].name == NULL) castnum = 0; if (mobjinfo[castorder[castnum].type].seesound) S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound); caststate = &states[mobjinfo[castorder[castnum].type].seestate]; castframes = 0; } else { // just advance to next state in animation if (caststate == &states[S_PLAY_ATK1]) goto stopattack; // Oh, gross hack! st = caststate->nextstate; caststate = &states[st]; castframes++; // sound hacks.... switch (st) { case S_PLAY_ATK1: sfx = sfx_dshtgn; break; case S_POSS_ATK2: sfx = sfx_pistol; break; case S_SPOS_ATK2: sfx = sfx_shotgn; break; case S_VILE_ATK2: sfx = sfx_vilatk; break; case S_SKEL_FIST2: sfx = sfx_skeswg; break; case S_SKEL_FIST4: sfx = sfx_skepch; break; case S_SKEL_MISS2: sfx = sfx_skeatk; break; case S_FATT_ATK8: case S_FATT_ATK5: case S_FATT_ATK2: sfx = sfx_firsht; break; case S_CPOS_ATK2: case S_CPOS_ATK3: case S_CPOS_ATK4: sfx = sfx_shotgn; break; case S_TROO_ATK3: sfx = sfx_claw; break; case S_SARG_ATK2: sfx = sfx_sgtatk; break; case S_BOSS_ATK2: case S_BOS2_ATK2: case S_HEAD_ATK2: sfx = sfx_firsht; break; case S_SKULL_ATK2: sfx = sfx_sklatk; break; case S_SPID_ATK2: case S_SPID_ATK3: sfx = sfx_shotgn; break; case S_BSPI_ATK2: sfx = sfx_plasma; break; case S_CYBER_ATK2: case S_CYBER_ATK4: case S_CYBER_ATK6: sfx = sfx_rlaunc; break; case S_PAIN_ATK3: sfx = sfx_sklatk; break; default: sfx = 0; break; } if (sfx) S_StartSound (NULL, sfx); } if (castframes == 12) { // go into attack frame castattacking = true; if (castonmelee) caststate=&states[mobjinfo[castorder[castnum].type].meleestate]; else caststate=&states[mobjinfo[castorder[castnum].type].missilestate]; castonmelee ^= 1; if (caststate == &states[S_NULL]) { if (castonmelee) caststate= &states[mobjinfo[castorder[castnum].type].meleestate]; else caststate= &states[mobjinfo[castorder[castnum].type].missilestate]; } } if (castattacking) { if (castframes == 24 || caststate == &states[mobjinfo[castorder[castnum].type].seestate] ) { stopattack: castattacking = false; castframes = 0; caststate = &states[mobjinfo[castorder[castnum].type].seestate]; } } casttics = caststate->tics; if (casttics == -1) casttics = 15; } // // F_CastResponder // boolean F_CastResponder (event_t* ev) { if (ev->type != ev_keydown) return false; if (castdeath) return true; // already in dying frames // go into death frame castdeath = true; caststate = &states[mobjinfo[castorder[castnum].type].deathstate]; casttics = caststate->tics; castframes = 0; castattacking = false; if (mobjinfo[castorder[castnum].type].deathsound) S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound); return true; } void F_CastPrint (char* text) { char* ch; int c; int cx; int w; int width; // find width ch = text; width = 0; while (ch) { c = *ch++; if (!c) break; c = toupper(c) - HU_FONTSTART; if (c < 0 || c> HU_FONTSIZE) { width += 4; continue; } w = SHORT (hu_font[c]->width); width += w; } // draw it cx = 160-width/2; ch = text; while (ch) { c = *ch++; if (!c) break; c = toupper(c) - HU_FONTSTART; if (c < 0 || c> HU_FONTSIZE) { cx += 4; continue; } w = SHORT (hu_font[c]->width); V_DrawPatch(cx, 180, 0, hu_font[c]); cx+=w; } } // // 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 6) stage = 6; if (stage > laststage) { S_StartSound (NULL, sfx_pistol); laststage = stage; } 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; } } }