v4k-git-backup/demos/ports/doom/src/f_finale.c

719 lines
16 KiB
C

// 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.
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "i_system.h" // Functions.
#include "m_swap.h" // Functions.
#include "z_zone.h" // Functions.
#include "v_video.h" // Functions.
#include "w_wad.h" // Functions.
#include "s_sound.h" // Functions.
#include "dstrings.h" // Data.
#include "sounds.h" // Data.
#include "doomstat.h"
#include "r_state.h"
#include "hu_stuff.h"
#define TEXTSPEED 3
#define TEXTWAIT 250
typedef struct
{
char* name;
mobjtype_t type;
} castinfo_t;
// Stage of animation:
// 0 = text, 1 = art screen, 2 = character cast
int finalestage;
int finalecount;
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;
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},
{0,0}
};
int castnum;
int casttics;
state_t* caststate;
doom_boolean castdeath;
int castframes;
int castonmelee;
doom_boolean castattacking;
//
// F_StartCast
//
extern gamestate_t wipegamestate;
extern patch_t* hu_font[HU_FONTSIZE];
void F_StartCast(void);
void F_CastTicker(void);
doom_boolean F_CastResponder(event_t* ev);
void F_CastDrawer(void);
void V_DrawPatchFlipped(int x, int y, int scrn, patch_t* patch);
//
// 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;
}
doom_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; i < MAXPLAYERS; i++)
if (players[i].cmd.buttons)
break;
if (i < MAXPLAYERS)
{
if (gamemap == 30)
F_StartCast();
else
gameaction = ga_worlddone;
}
}
// advance animation
finalecount++;
if (finalestage == 2)
{
F_CastTicker();
return;
}
if (gamemode == commercial)
return;
if (!finalestage && finalecount > doom_strlen(finaletext) * TEXTSPEED + TEXTWAIT)
{
finalecount = 0;
finalestage = 1;
wipegamestate = -1; // force a wipe
if (gameepisode == 3)
S_StartMusic(mus_bunny);
}
}
//
// F_TextWrite
//
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 < SCREENHEIGHT; y++)
{
for (x = 0; x < SCREENWIDTH / 64; x++)
{
doom_memcpy(dest, src + ((y & 63) << 6), 64);
dest += 64;
}
if (SCREENWIDTH & 63)
{
doom_memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
dest += (SCREENWIDTH & 63);
}
}
V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT);
// draw some of the text onto the screen
cx = 10;
cy = 10;
ch = finaletext;
count = (finalecount - 10) / TEXTSPEED;
if (count < 0)
count = 0;
for (; count; count--)
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = 10;
cy += 11;
continue;
}
c = doom_toupper(c) - HU_FONTSTART;
if (c < 0 || c> 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
//
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 == 0)
castnum = 0;
if (mobjinfo[castorder[castnum].type].seesound)
S_StartSound(0, 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(0, 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
//
doom_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(0, 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 = doom_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 = doom_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 F_CastDrawer(void)
{
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
doom_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 = (doom_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(0, sfx_pistol);
laststage = stage;
}
//doom_sprintf(name, "END%i", stage);
doom_strcpy(name, "END");
doom_concat(name, doom_itoa(stage, 10));
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;
}
}
}