1 line
12 KiB
C++
1 line
12 KiB
C++
// F_finale.c
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#include "doomdef.h"
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#include "r_local.h"
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#include <ctype.h>
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int finalestage; // 0 = text, 1 = art screen, 2 = character cast
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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 *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 *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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=======================
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=
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= F_StartFinale
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=
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=======================
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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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if (commercial)
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{
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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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}
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S_ChangeMusic(mus_read_m, true);
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}
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else
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{
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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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}
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S_ChangeMusic(mus_victor, true);
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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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=======================
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=
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= F_Ticker
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=
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=======================
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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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//
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// check for skipping
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//
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if (commercial && finalecount > 50)
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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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//
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// advance animation
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//
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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 (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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=======================
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=
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= F_TextWrite
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=
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=======================
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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, *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, cy;
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//
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// erase the entire screen to a tiled background
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//
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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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//
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// draw some of the text onto the screen
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//
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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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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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=======================
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=
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= F_StartCast
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=
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=======================
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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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=======================
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=
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= F_CastTicker
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=
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=======================
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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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{ // 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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{ // 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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//==============================================
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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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}
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if (castframes == 12)
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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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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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=
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= F_CastResponder
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=
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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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// 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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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,width;
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//
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// find width
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//
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ch = text;
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width = 0;
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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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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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//
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cx = 160-width/2;
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ch = text;
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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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}
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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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}
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}
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/*
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=======================
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=
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= F_CastDrawer
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=
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=======================
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*/
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void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);
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void F_CastDrawer (void)
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{
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spritedef_t *sprdef;
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spriteframe_t *sprframe;
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int lump;
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boolean flip;
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patch_t *patch;
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//
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// erase the entire screen to a background
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//
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V_DrawPatch (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE));
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F_CastPrint (castorder[castnum].name);
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//
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// draw the current frame in the middle of the screen
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//
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sprdef = &sprites[caststate->sprite];
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sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
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lump = sprframe->lump[0];
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flip = (boolean)sprframe->flip[0];
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patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
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if (flip)
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V_DrawPatchFlipped (160,170,0,patch);
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else
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V_DrawPatch (160,170,0,patch);
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}
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//============================================================================
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/*
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=======================
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=
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= F_DrawPatchCol
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=
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=======================
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*/
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void F_DrawPatchCol (int x, patch_t *patch, int col)
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{
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column_t *column;
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byte *source, *dest, *desttop;
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int count;
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column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
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desttop = screens[0]+x;
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// step through the posts in a column
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while (column->topdelta != 0xff )
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{
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source = (byte *)column + 3;
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dest = desttop + column->topdelta*SCREENWIDTH;
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count = column->length;
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while (count--)
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{
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*dest = *source++;
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dest += SCREENWIDTH;
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}
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column = (column_t *)( (byte *)column + column->length + 4 );
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}
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}
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/*
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==================
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=
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= F_BunnyScroll
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=
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==================
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*/
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void F_BunnyScroll (void)
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{
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int scrolled, x;
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patch_t *p1, *p2;
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char name[10];
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int stage;
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static int laststage;
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p1 = W_CacheLumpName ("PFUB2", PU_LEVEL);
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p2 = W_CacheLumpName ("PFUB1", PU_LEVEL);
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V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
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scrolled = 320 - (finalecount-230)/2;
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if (scrolled > 320)
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scrolled = 320;
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if (scrolled < 0)
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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;
|
|
}
|
|
|
|
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:
|
|
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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|