// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Game completion, final screen animation. // //----------------------------------------------------------------------------- //static const char #include "os.h" // Functions. #include "i_system.h" #include "m_swap.h" #include "z_zone.h" #include "v_video.h" #include "w_wad.h" // Data. #include "dstrings.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 const char* e1text = E1TEXT; const char* e2text = E2TEXT; const char* e3text = E3TEXT; const char* e4text = E4TEXT; const char* c1text = C1TEXT; const char* c2text = C2TEXT; const char* c3text = C3TEXT; const char* c4text = C4TEXT; const char* c5text = C5TEXT; const char* c6text = C6TEXT; const char* p1text = P1TEXT; const char* p2text = P2TEXT; const char* p3text = P3TEXT; const char* p4text = P4TEXT; const char* p5text = P5TEXT; const char* p6text = P6TEXT; const char* t1text = T1TEXT; const char* t2text = T2TEXT; const char* t3text = T3TEXT; const char* t4text = T4TEXT; const char* t5text = T5TEXT; const char* t6text = T6TEXT; const 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 dependent 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: { 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: { 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 game default: finaleflat = "F_SKY1"; // Not used anywhere else. finaletext = c1text; // Displays a 'FIXME' warning message break; } finalestage = 0; finalecount = 0; } boolean F_Responder (event_t *event) { if (finalestage == 2) return F_CastResponder (event); else 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 = (gamestate_t)-1; // force a wipe } } // // F_TextWrite // #include "hu_stuff.h" extern const patch_t *hu_font[HU_FONTSIZE]; void F_TextWrite (void) { const byte* src; byte* dest; int x,y,w; int count; const char* ch; int c; int cx; int cy; // erase the entire screen to a tiled background src = (const byte*)W_CacheLumpNameConst( finaleflat , PU_CACHE); dest = (byte*)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 { const char *name; mobjtype_t type; } castinfo_t; const 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,(mobjtype_t)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 = (gamestate_t)-1; // force a screen wipe castnum = 0; caststate = (state_t*)&states[mobjinfo[castorder[castnum].type].seestate]; casttics = caststate->tics; castdeath = false; finalestage = 2; castframes = 0; castonmelee = 0; castattacking = false; } // // F_CastTicker // void F_CastTicker (void) { int st; 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; caststate = (state_t*)&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 = (state_t*)&states[st]; castframes++; } if (castframes == 12) { // go into attack frame castattacking = true; if (castonmelee) caststate=(state_t*)&states[mobjinfo[castorder[castnum].type].meleestate]; else caststate=(state_t*)&states[mobjinfo[castorder[castnum].type].missilestate]; castonmelee ^= 1; if (caststate == &states[S_NULL]) { if (castonmelee) caststate=(state_t*)&states[mobjinfo[castorder[castnum].type].meleestate]; else caststate=(state_t*)&states[mobjinfo[castorder[castnum].type].missilestate]; } } if (castattacking) { if (castframes == 24 || caststate == &states[mobjinfo[castorder[castnum].type].seestate] ) { stopattack: castattacking = false; castframes = 0; caststate = (state_t*)&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 = (state_t*)&states[mobjinfo[castorder[castnum].type].deathstate]; casttics = caststate->tics; castframes = 0; castattacking = false; return true; } void F_CastPrint (const char* text) { const 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_int(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_int(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, const patch_t *patch); void F_CastDrawer (void) { spritedef_t* sprdef; spriteframe_t* sprframe; int lump; boolean flip; const patch_t* patch; // erase the entire screen to a background V_DrawPatch (0,0,0,(const patch_t*) W_CacheLumpNameConst("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 = (const patch_t*)W_CacheLumpNumConst ((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,const patch_t* patch, int col ) { column_t* column; byte* source; byte* dest; byte* desttop; int count; column = (column_t *)((byte *)patch + INTFromBytes((const byte*)&(patch->columnofsLE[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; const patch_t* p1; const patch_t* p2; char name[10]; int stage; static int laststage; p1 = W_CacheLumpNamePatch("PFUB2", PU_LEVEL); p2 = W_CacheLumpNamePatch("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) { laststage = stage; } sprintf (name,"END%d",stage); V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0, (const patch_t*)W_CacheLumpNameConst(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,(const patch_t*)W_CacheLumpNameConst("CREDIT",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "CREDIT"); else // V_DrawPatch (0,0,0,(const patch_t*)W_CacheLumpNameConst("HELP2",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "HELP2"); break; case 2: // V_DrawPatch(0,0,0,(const patch_t*)W_CacheLumpNameConst("VICTORY2",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "VICTORY2"); break; case 3: F_BunnyScroll (); break; case 4: // V_DrawPatch (0,0,0,(const patch_t*)W_CacheLumpNameConst("ENDPIC",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "ENDPIC"); break; } } }