Kart-Public/src/f_finale.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file f_finale.c
/// \brief Title screen, intro, game evaluation, and credits.
#include "doomdef.h"
#include "doomstat.h"
#include "d_main.h"
#include "f_finale.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "r_local.h"
#include "s_sound.h"
#include "i_video.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "i_system.h"
#include "m_menu.h"
#include "dehacked.h"
#include "g_input.h"
#include "console.h"
#include "m_random.h"
#include "y_inter.h"
#include "m_cond.h"
// Stage of animation:
// 0 = text, 1 = art screen
static INT32 finalecount;
INT32 titlescrollspeed = 5;
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static INT32 timetonext; // Delay between screen changes
static INT32 continuetime; // Short delay when continuing
static tic_t animtimer; // Used for some animation timings
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static tic_t credbgtimer; // Credits background
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static INT32 roidtics; // Asteroid spinning
static tic_t stoptimer;
static boolean keypressed = false;
// (no longer) De-Demo'd Title Screen
#if 0
static UINT8 laststaff = 0;
#endif
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static UINT32 demoDelayLeft;
static UINT32 demoIdleLeft;
static patch_t *ttbanner; // SONIC ROBO BLAST 2
static patch_t *ttkart; // *vroom* KART
static patch_t *ttcheckers; // *vroom* KART
static patch_t *ttkflash; // flash screen
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static patch_t *driver[2]; // Driving character on the waiting screen
static UINT8 *waitcolormap; // colormap for the spinning character
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static void F_SkyScroll(INT32 scrollspeed);
//
// CUTSCENE TEXT WRITING
//
static const char *cutscene_basetext = NULL;
static char cutscene_disptext[1024];
static INT32 cutscene_baseptr = 0;
static INT32 cutscene_writeptr = 0;
static INT32 cutscene_textcount = 0;
static INT32 cutscene_textspeed = 0;
static UINT8 cutscene_boostspeed = 0;
static tic_t cutscene_lasttextwrite = 0;
//
// This alters the text string cutscene_disptext.
// Use the typical string drawing functions to display it.
// Returns 0 if \0 is reached (end of input)
//
static UINT8 F_WriteText(void)
{
INT32 numtowrite = 1;
const char *c;
tic_t ltw = I_GetTime();
if (cutscene_lasttextwrite == ltw)
return 1; // singletics prevention
cutscene_lasttextwrite = ltw;
if (cutscene_boostspeed)
{
// for custom cutscene speedup mode
numtowrite = 8;
}
else
{
// Don't draw any characters if the count was 1 or more when we started
if (--cutscene_textcount >= 0)
return 1;
if (cutscene_textspeed < 7)
numtowrite = 8 - cutscene_textspeed;
}
for (;numtowrite > 0;++cutscene_baseptr)
{
c = &cutscene_basetext[cutscene_baseptr];
if (!c || !*c || *c=='#')
return 0;
// \xA0 - \xAF = change text speed
if ((UINT8)*c >= 0xA0 && (UINT8)*c <= 0xAF)
{
cutscene_textspeed = (INT32)((UINT8)*c - 0xA0);
continue;
}
// \xB0 - \xD2 = delay character for up to one second (35 tics)
else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1))
{
cutscene_textcount = (INT32)((UINT8)*c - 0xAF);
numtowrite = 0;
continue;
}
cutscene_disptext[cutscene_writeptr++] = *c;
// Ignore other control codes (color)
if ((UINT8)*c < 0x80)
--numtowrite;
}
// Reset textcount for next tic based on speed
// if it wasn't already set by a delay.
if (cutscene_textcount < 0)
{
cutscene_textcount = 0;
if (cutscene_textspeed > 7)
cutscene_textcount = cutscene_textspeed - 7;
}
return 1;
}
static void F_NewCutscene(const char *basetext)
{
cutscene_basetext = basetext;
memset(cutscene_disptext,0,sizeof(cutscene_disptext));
cutscene_writeptr = cutscene_baseptr = 0;
cutscene_textspeed = 9;
cutscene_textcount = TICRATE/2;
}
//
// F_SkyScroll
//
static void F_SkyScroll(INT32 scrollspeed)
{
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INT32 x, y, w;
patch_t *pat, *pat2;
INT32 anim2 = 0;
pat = W_CachePatchName("TITLEBG1", PU_CACHE);
pat2 = W_CachePatchName("TITLEBG2", PU_CACHE);
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w = vid.width / vid.dupx;
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animtimer = ((finalecount*scrollspeed)/16) % SHORT(pat->width);
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anim2 = SHORT(pat2->width) - (((finalecount*scrollspeed)/16) % SHORT(pat2->width));
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// SRB2Kart: F_DrawPatchCol is over-engineered; recoded to be less shitty and error-prone
if (rendermode != render_none)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
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x = -((INT32)animtimer);
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y = 0;
while (x < w)
{
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V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, pat, NULL);
x += SHORT(pat->width);
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}
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x = -anim2;
y = BASEVIDHEIGHT - SHORT(pat2->height);
while (x < w)
{
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, pat2, NULL);
x += SHORT(pat2->width);
}
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}
W_UnlockCachedPatch(pat);
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W_UnlockCachedPatch(pat2);
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}
// =============
// INTRO SCENE
// =============
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#define NUMINTROSCENES 1
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INT32 intro_scenenum = 0;
INT32 intro_curtime = 0;
const char *introtext[NUMINTROSCENES];
static tic_t introscenetime[NUMINTROSCENES] =
{
4*TICRATE, // KART KR(eW
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};
// custom intros
void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer);
void F_StartIntro(void)
{
if (gamestate)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_level_final], false);
}
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if (introtoplay)
{
if (!cutscenes[introtoplay - 1])
D_StartTitle();
else
F_StartCustomCutscene(introtoplay - 1, false, false);
return;
}
introtext[0] = " #";
G_SetGamestate(GS_INTRO);
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
F_NewCutscene(introtext[0]);
intro_scenenum = 0;
finalecount = animtimer = stoptimer = 0;
roidtics = BASEVIDWIDTH - 64;
timetonext = introscenetime[intro_scenenum];
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S_StopMusic();
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}
//
// F_IntroDrawScene
//
static void F_IntroDrawScene(void)
{
boolean highres = false;
INT32 cx = 8, cy = 128;
patch_t *background = NULL;
INT32 bgxoffs = 0;
// DRAW A FULL PIC INSTEAD OF FLAT!
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if (intro_scenenum == 0)
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{
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if (finalecount == 8)
S_StartSound(NULL, sfx_vroom);
else if (finalecount == 47)
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{
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// Need to use M_Random otherwise it always uses the same sound
INT32 rskin = M_RandomKey(numskins);
UINT8 rtaunt = M_RandomKey(2);
sfxenum_t rsound = skins[rskin].soundsid[SKSKBST1+rtaunt];
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S_StartSound(NULL, rsound);
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}
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background = W_CachePatchName("KARTKREW", PU_CACHE);
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highres = true;
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}
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
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if (background)
{
if (highres)
V_DrawSmallScaledPatch(bgxoffs, 0, 0, background);
else
V_DrawScaledPatch(bgxoffs, 0, 0, background);
}
W_UnlockCachedPatch(background);
if (animtimer)
animtimer--;
V_DrawString(cx, cy, 0, cutscene_disptext);
}
//
// F_IntroDrawer
//
void F_IntroDrawer(void)
{
if (timetonext <= 0)
{
if (intro_scenenum == 0)
{
if (rendermode != render_none)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(99,true);
}
// Stay on black for a bit. =)
{
tic_t quittime;
quittime = I_GetTime() + NEWTICRATE*2; // Shortened the quit time, used to be 2 seconds
while (quittime > I_GetTime())
{
I_OsPolling();
I_UpdateNoBlit();
M_Drawer(); // menu is drawn even on top of wipes
I_FinishUpdate(); // Update the screen with the image Tails 06-19-2001
}
}
D_StartTitle();
// Yes, this is a weird hack, we need to force a wipe for this because the game state has changed in the middle of where it would normally wipe
// Need to set the wipe start and then draw the first frame of the title screen to get it working
F_WipeStartScreen();
F_TitleScreenDrawer();
wipegamestate = -1; // force a wipe
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return;
}
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F_NewCutscene(introtext[++intro_scenenum]);
timetonext = introscenetime[intro_scenenum];
F_WipeStartScreen();
wipegamestate = -1;
animtimer = stoptimer = 0;
}
intro_curtime = introscenetime[intro_scenenum] - timetonext;
F_IntroDrawScene();
}
//
// F_IntroTicker
//
void F_IntroTicker(void)
{
// advance animation
finalecount++;
if (finalecount % 3 == 0)
roidtics--;
timetonext--;
F_WriteText();
// check for skipping
if (keypressed)
keypressed = false;
}
//
// F_IntroResponder
//
boolean F_IntroResponder(event_t *event)
{
INT32 key = event->data1;
// remap virtual keys (mouse & joystick buttons)
switch (key)
{
case KEY_MOUSE1:
key = KEY_ENTER;
break;
case KEY_MOUSE1 + 1:
key = KEY_BACKSPACE;
break;
case KEY_JOY1:
case KEY_JOY1 + 2:
key = KEY_ENTER;
break;
case KEY_JOY1 + 3:
key = 'n';
break;
case KEY_JOY1 + 1:
key = KEY_BACKSPACE;
break;
case KEY_HAT1:
key = KEY_UPARROW;
break;
case KEY_HAT1 + 1:
key = KEY_DOWNARROW;
break;
case KEY_HAT1 + 2:
key = KEY_LEFTARROW;
break;
case KEY_HAT1 + 3:
key = KEY_RIGHTARROW;
break;
}
if (event->type != ev_keydown && key != 301)
return false;
if (key != 27 && key != KEY_ENTER && key != KEY_SPACE && key != KEY_BACKSPACE)
return false;
if (keypressed)
return false;
keypressed = true;
return true;
}
// =========
// CREDITS
// =========
static const char *credits[] = {
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"\1SRB2Kart",
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"\1Credits",
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"",
"\1Game Design",
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"Sally \"TehRealSalt\" Cochenour",
"Jeffery \"Chromatian\" Scott",
"\"VelocitOni\"",
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"",
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"\1Lead Programming",
"Sally \"TehRealSalt\" Cochenour",
"Vivian \"toaster\" Grannell",
"Sean \"Sryder\" Ryder",
"Ehab \"wolfs\" Saeed",
"\"ZarroTsu\"",
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"",
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"\1Support Programming",
"Colette \"fickleheart\" Bordelon",
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"\"Lat\'\"",
"\"Monster Iestyn\"",
"\"Shuffle\"",
"",
"\1Lead Artists",
"Desmond \"Blade\" DesJardins",
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"\"VelocitOni\"",
"",
"\1Support Artists",
"Sally \"TehRealSalt\" Cochenour",
"Sherman \"CoatRack\" DesJardins",
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"\"DrTapeworm\"",
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"Jesse \"Jeck Jims\" Emerick",
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"Wesley \"Charyb\" Gillebaard",
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"Vivian \"toaster\" Grannell",
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"James \"SeventhSentinel\" Hall",
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"\"Lat\'\"",
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"\"Tyrannosaur Chao\"",
"\"ZarroTsu\"",
"",
"\1External Artists",
"\"Chrispy\"",
"\"DirkTheHusky\"",
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"\"MotorRoach\"",
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"\"Nev3r\"",
"\"Ritz\"",
"\"Rob\"",
"\"SmithyGNC\"",
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"\"Snu\"",
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"\"Spherallic\"",
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"\"VAdaPEGA\"",
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"\"Virt\"",
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"\"zxyspku\"",
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"",
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"\1Sound Design",
"James \"SeventhSentinel\" Hall",
"Sonic Team",
"\"VAdaPEGA\"",
"\"VelocitOni\"",
"",
"\1Music",
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"\"DrTapeworm\"",
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"Wesley \"Charyb\" Gillebaard",
"James \"SeventhSentinel\" Hall",
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"",
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"\1Lead Level Design",
"\"Blitz-T\"",
"Sally \"TehRealSalt\" Cochenour",
"Desmond \"Blade\" DesJardins",
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"Jeffery \"Chromatian\" Scott",
"\"Tyrannosaur Chao\"",
"",
"\1Support Level Design",
"\"Chaos Zero 64\"",
"\"D00D64\"",
"\"DrTapeworm\"",
"Paul \"Boinciel\" Clempson",
"Sherman \"CoatRack\" DesJardins",
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"Vivian \"toaster\" Grannell",
"James \"SeventhSentinel\" Hall",
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"\"Lat\'\"",
"Sean \"Sryder\" Ryder",
"\"Ryuspark\"",
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"\"Simsmagic\"",
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"\"SP47\"",
"\"ZarroTsu\"",
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"",
"\1Testing",
"\"CyberIF\"",
"\"Dani\"",
"Karol \"Fooruman\" D""\x1E""browski", // Dąbrowski, <Sryder> accents in srb2 :ytho:
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"\"VirtAnderson\"",
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"",
"\1Special Thanks",
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"SEGA",
"Sonic Team",
"SRB2 & Sonic Team Jr. (www.srb2.org)",
"\"blazethecat\"",
"\"Chaos Zero 64\"",
"\"Rob\"",
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"",
"\1Produced By",
"Kart Krew",
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"",
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"\1In Memory of",
"\"Tyler52\"",
"",
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"",
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"\1Thank you",
"\1for playing!",
NULL
};
static struct {
UINT32 x, y;
const char *patch;
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UINT8 colorize;
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} credits_pics[] = {
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// We don't have time to be fancy, let's just colorize some item sprites :V
{224, 80+(200* 1), "K_ITJAWZ", SKINCOLOR_CREAMSICLE},
{224, 80+(200* 2), "K_ITSPB", SKINCOLOR_GARDEN},
{224, 80+(200* 3), "K_ITBANA", SKINCOLOR_LILAC},
{224, 80+(200* 4), "K_ITHYUD", SKINCOLOR_DREAM},
{224, 80+(200* 5), "K_ITBHOG", SKINCOLOR_TANGERINE},
{224, 80+(200* 6), "K_ITSHRK", SKINCOLOR_JAWZ},
{224, 80+(200* 7), "K_ITSHOE", SKINCOLOR_MINT},
{224, 80+(200* 8), "K_ITGROW", SKINCOLOR_RUBY},
{224, 80+(200* 9), "K_ITPOGO", SKINCOLOR_SAPPHIRE},
{224, 80+(200*10), "K_ITRSHE", SKINCOLOR_YELLOW},
{224, 80+(200*11), "K_ITORB4", SKINCOLOR_DUSK},
{224, 80+(200*12), "K_ITEGGM", SKINCOLOR_GREEN},
{224, 80+(200*13), "K_ITMINE", SKINCOLOR_BRONZE},
{224, 80+(200*14), "K_ITTHNS", SKINCOLOR_RASPBERRY},
{224, 80+(200*15), "K_ITINV1", SKINCOLOR_GREY},
// This Tyler52 gag is troublesome
// Alignment should be ((spaces+1 * 100) + (headers+1 * 38) + (lines * 15))
// Current max image spacing: (200*17)
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{112, (15*100)+(17*38)+(72*15), "TYLER52", SKINCOLOR_NONE},
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{0, 0, NULL, SKINCOLOR_NONE}
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};
void F_StartCredits(void)
{
G_SetGamestate(GS_CREDITS);
// Just in case they're open ... somehow
M_ClearMenus(true);
// Save the second we enter the credits
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
G_SaveGame((UINT32)cursaveslot);
if (creditscutscene)
{
F_StartCustomCutscene(creditscutscene - 1, false, false);
return;
}
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
S_StopMusic();
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S_ChangeMusicInternal("credit", false);
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finalecount = 0;
animtimer = 0;
timetonext = 2*TICRATE;
}
void F_CreditDrawer(void)
{
UINT16 i;
fixed_t y = (80<<FRACBITS) - 5*(animtimer<<FRACBITS)/8;
//V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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// Draw background
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V_DrawSciencePatch(0, 0 - FixedMul(32<<FRACBITS, FixedDiv(credbgtimer%TICRATE, TICRATE)), V_SNAPTOTOP, W_CachePatchName("CREDTILE", PU_CACHE), FRACUNIT);
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V_DrawSciencePatch(0, 0 - FixedMul(40<<FRACBITS, FixedDiv(credbgtimer%(TICRATE/2), (TICRATE/2))), V_SNAPTOTOP, W_CachePatchName("CREDZIGZ", PU_CACHE), FRACUNIT);
V_DrawSciencePatch(320<<FRACBITS, 0 - FixedMul(40<<FRACBITS, FixedDiv(credbgtimer%(TICRATE/2), (TICRATE/2))), V_SNAPTOTOP|V_FLIP, W_CachePatchName("CREDZIGZ", PU_CACHE), FRACUNIT);
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// Draw pictures
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for (i = 0; credits_pics[i].patch; i++)
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{
UINT8 *colormap = NULL;
fixed_t sc = FRACUNIT>>1;
if (credits_pics[i].colorize != SKINCOLOR_NONE)
{
colormap = R_GetTranslationColormap(TC_RAINBOW, credits_pics[i].colorize, GTC_MENUCACHE);
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sc = FRACUNIT; // quick hack so I don't have to add another field to credits_pics
}
V_DrawFixedPatch(credits_pics[i].x<<FRACBITS, (credits_pics[i].y<<FRACBITS) - 4*(animtimer<<FRACBITS)/5, sc, 0, W_CachePatchName(credits_pics[i].patch, PU_CACHE), colormap);
}
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// Dim the background
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//V_DrawFadeScreen();
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// Draw credits text on top
for (i = 0; credits[i]; i++)
{
switch(credits[i][0])
{
case 0:
y += 80<<FRACBITS;
break;
case 1:
if (y>>FRACBITS > -20)
V_DrawCreditString((160 - (V_CreditStringWidth(&credits[i][1])>>1))<<FRACBITS, y, 0, &credits[i][1]);
y += 30<<FRACBITS;
break;
default:
if (y>>FRACBITS > -10)
V_DrawStringAtFixed(32<<FRACBITS, y, V_ALLOWLOWERCASE, credits[i]);
y += 12<<FRACBITS;
break;
}
if (((y>>FRACBITS) * vid.dupy) > vid.height)
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break;
}
if (!credits[i] && y <= 120<<FRACBITS && !finalecount)
{
timetonext = 5*TICRATE+1;
finalecount = 5*TICRATE;
}
}
void F_CreditTicker(void)
{
if (timetonext)
timetonext--;
else
animtimer++;
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credbgtimer++;
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if (finalecount && --finalecount == 0)
F_StartGameEvaluation();
}
boolean F_CreditResponder(event_t *event)
{
INT32 key = event->data1;
// remap virtual keys (mouse & joystick buttons)
switch (key)
{
case KEY_MOUSE1:
key = KEY_ENTER;
break;
case KEY_MOUSE1 + 1:
key = KEY_BACKSPACE;
break;
case KEY_JOY1:
case KEY_JOY1 + 2:
key = KEY_ENTER;
break;
case KEY_JOY1 + 3:
key = 'n';
break;
case KEY_JOY1 + 1:
key = KEY_BACKSPACE;
break;
case KEY_HAT1:
key = KEY_UPARROW;
break;
case KEY_HAT1 + 1:
key = KEY_DOWNARROW;
break;
case KEY_HAT1 + 2:
key = KEY_LEFTARROW;
break;
case KEY_HAT1 + 3:
key = KEY_RIGHTARROW;
break;
}
if (event->type != ev_keydown)
return false;
if (key == KEY_DOWNARROW || key == KEY_SPACE)
{
if (!timetonext && !finalecount)
animtimer += 7;
return false;
}
/*if (!(timesBeaten) && !(netgame || multiplayer))
return false;*/
if (key != KEY_ESCAPE && key != KEY_ENTER && key != KEY_BACKSPACE)
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return false;
if (keypressed)
return true;
keypressed = true;
return true;
}
// ============
// EVALUATION
// ============
#define INTERVAL 50
#define TRANSLEVEL V_80TRANS
static INT32 eemeralds_start;
static boolean drawemblem = false, drawchaosemblem = false;
void F_StartGameEvaluation(void)
{
// Credits option in secrets menu
if (cursaveslot == -2)
{
F_StartGameEnd();
return;
}
G_SetGamestate(GS_EVALUATION);
// Just in case they're open ... somehow
M_ClearMenus(true);
// Save the second we enter the evaluation
// We need to do this again! Remember, it's possible a mod designed skipped
// the credits sequence!
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && cursaveslot >= 0)
G_SaveGame((UINT32)cursaveslot);
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
finalecount = 0;
}
void F_GameEvaluationDrawer(void)
{
INT32 x, y, i;
const fixed_t radius = 48*FRACUNIT;
angle_t fa;
INT32 eemeralds_cur;
char patchname[7] = "CEMGx0";
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
// Draw all the good crap here.
if (ALL7EMERALDS(emeralds))
V_DrawString(114, 16, 0, "GOT THEM ALL!");
else
V_DrawString(124, 16, 0, "TRY AGAIN!");
eemeralds_start++;
eemeralds_cur = eemeralds_start;
for (i = 0; i < 7; ++i)
{
fa = (FixedAngle(eemeralds_cur*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
x = 160 + FixedInt(FixedMul(FINECOSINE(fa),radius));
y = 100 + FixedInt(FixedMul(FINESINE(fa),radius));
patchname[4] = 'A'+(char)i;
if (emeralds & (1<<i))
V_DrawScaledPatch(x, y, 0, W_CachePatchName(patchname, PU_CACHE));
else
V_DrawTranslucentPatch(x, y, TRANSLEVEL, W_CachePatchName(patchname, PU_CACHE));
eemeralds_cur += INTERVAL;
}
if (eemeralds_start >= 360)
eemeralds_start -= 360;
if (finalecount == 5*TICRATE)
{
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer))
{
++timesBeaten;
if (ALL7EMERALDS(emeralds))
++timesBeatenWithEmeralds;
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/*if (ultimatemode)
++timesBeatenUltimate;*/
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if (M_UpdateUnlockablesAndExtraEmblems(false))
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S_StartSound(NULL, sfx_ncitem);
G_SaveGameData(false);
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}
}
if (finalecount >= 5*TICRATE)
{
if (drawemblem)
V_DrawScaledPatch(120, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE));
if (drawchaosemblem)
V_DrawScaledPatch(200, 192, 0, W_CachePatchName("NWNGA0", PU_CACHE));
V_DrawString(8, 16, V_YELLOWMAP, "Unlocked:");
if (!(netgame) && (!modifiedgame || savemoddata))
{
INT32 startcoord = 32;
for (i = 0; i < MAXUNLOCKABLES; i++)
{
if (unlockables[i].conditionset && unlockables[i].conditionset < MAXCONDITIONSETS
&& unlockables[i].type && !unlockables[i].nocecho)
{
if (unlockables[i].unlocked)
V_DrawString(8, startcoord, 0, unlockables[i].name);
startcoord += 8;
}
}
}
else if (netgame)
V_DrawString(8, 96, V_YELLOWMAP, "Prizes only\nawarded in\nsingle player!");
else
V_DrawString(8, 96, V_YELLOWMAP, "Prizes not\nawarded in\nmodified games!");
}
}
void F_GameEvaluationTicker(void)
{
finalecount++;
if (finalecount > 10*TICRATE)
F_StartGameEnd();
}
// ==========
// GAME END
// ==========
void F_StartGameEnd(void)
{
G_SetGamestate(GS_GAMEEND);
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
S_StopMusic();
// In case menus are still up?!!
M_ClearMenus(true);
timetonext = TICRATE;
}
//
// F_GameEndDrawer
//
void F_GameEndDrawer(void)
{
// this function does nothing
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}
//
// F_GameEndTicker
//
void F_GameEndTicker(void)
{
if (timetonext > 0)
timetonext--;
else
D_StartTitle();
}
// ==============
// TITLE SCREEN
// ==============
void F_StartTitleScreen(void)
{
if (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS)
finalecount = 0;
else
wipegamestate = GS_TITLESCREEN;
G_SetGamestate(GS_TITLESCREEN);
CON_ClearHUD();
// IWAD dependent stuff.
// music is started in the ticker
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if (!fromtitledemo) // SRB2Kart: Don't reset music if the right track is already playing
S_StopMusic();
fromtitledemo = false;
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animtimer = 0;
demoDelayLeft = demoDelayTime;
demoIdleLeft = demoIdleTime;
ttbanner = W_CachePatchName("TTKBANNR", PU_LEVEL);
ttkart = W_CachePatchName("TTKART", PU_LEVEL);
ttcheckers = W_CachePatchName("TTCHECK", PU_LEVEL);
ttkflash = W_CachePatchName("TTKFLASH", PU_LEVEL);
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}
// (no longer) De-Demo'd Title Screen
void F_TitleScreenDrawer(void)
{
if (modeattacking)
return; // We likely came here from retrying. Don't do a damn thing.
// Don't draw outside of the title screen, or if the patch isn't there.
if (!ttbanner || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
{
F_SkyScroll(titlescrollspeed);
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return;
}
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if (finalecount < 50)
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{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
V_DrawSmallScaledPatch(84, 36, 0, ttbanner);
if (finalecount >= 20)
V_DrawSmallScaledPatch(84, 87, 0, ttkart);
else if (finalecount >= 10)
V_DrawSciencePatch((84<<FRACBITS) - FixedDiv(180<<FRACBITS, 10<<FRACBITS)*(20-finalecount), (87<<FRACBITS), 0, ttkart, FRACUNIT/2);
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}
else if (finalecount < 52)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
V_DrawSmallScaledPatch(84, 36, 0, ttkflash);
}
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else
{
INT32 transval = 0;
if (finalecount <= (50+(9<<1)))
transval = (finalecount - 50)>>1;
F_SkyScroll(titlescrollspeed);
V_DrawSciencePatch(0, 0 - FixedMul(40<<FRACBITS, FixedDiv(finalecount%70, 70)), V_SNAPTOTOP|V_SNAPTOLEFT, ttcheckers, FRACUNIT);
V_DrawSciencePatch(280<<FRACBITS, -(40<<FRACBITS) + FixedMul(40<<FRACBITS, FixedDiv(finalecount%70, 70)), V_SNAPTOTOP|V_SNAPTORIGHT, ttcheckers, FRACUNIT);
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if (transval)
V_DrawFadeScreen(120, 10 - transval);
V_DrawSmallScaledPatch(84, 36, 0, ttbanner);
V_DrawSmallScaledPatch(84, 87, 0, ttkart);
if (!transval)
return;
V_DrawSmallScaledPatch(84, 36, transval<<V_ALPHASHIFT, ttkflash);
}
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}
// (no longer) De-Demo'd Title Screen
void F_TitleScreenTicker(boolean run)
{
if (run)
{
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finalecount++;
if (finalecount == 10)
{
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S_StartSound(NULL, sfx_s23e);
}
else if (finalecount == 50)
{
// Now start the music
S_ChangeMusicInternal("titles", looptitle);
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S_StartSound(NULL, sfx_s23c);
}
}
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// don't trigger if doing anything besides idling on title
if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
return;
// are demos disabled?
if (!cv_rollingdemos.value)
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return;
// Wait for a while (for the music to finish, preferably)
// before starting demos
if (demoDelayLeft)
{
--demoDelayLeft;
return;
}
// Hold up for a bit if menu or console active
if (menuactive || CON_Ready())
{
demoIdleLeft = demoIdleTime;
return;
}
// is it time?
if (!(--demoIdleLeft))
{
char dname[9];
lumpnum_t l;
const char *mapname;
UINT8 numstaff;
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// prevent console spam if failed
demoIdleLeft = demoIdleTime;
if ((l = W_CheckNumForName("MAP01S01")) == LUMPERROR) // gotta have ONE
{
F_StartIntro();
return;
}
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// Replay intro when done cycling through demos
/*if (curDemo == numDemos) -- uuuh... we have a LOT of maps AND a big devteam... probably not gonna see a repeat unless you're super unlucky :V
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{
curDemo = 0;
F_StartIntro();
return;
}*/
mapname = G_BuildMapName(G_RandMap(TOL_RACE, -2, false, 0, false, NULL)+1);
numstaff = 1;
while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
numstaff++;
#if 0 // turns out this isn't how we're gonna organise 'em
if (numstaff > 1)
{
if (laststaff && laststaff <= numstaff) // don't do the same staff member twice in a row, even if they're on different maps
{
numstaff = M_RandomKey(numstaff-1)+1;
if (numstaff >= laststaff)
numstaff++;
}
else
numstaff = M_RandomKey(numstaff)+1;
}
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laststaff = numstaff;
#else
numstaff = M_RandomKey(numstaff)+1;
#endif
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// Setup demo name
snprintf(dname, 9, "%sS%02u", mapname, numstaff);
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/*if ((l = W_CheckNumForName(dname)) == LUMPERROR) -- we KNOW it exists now
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{
CONS_Alert(CONS_ERROR, M_GetText("Demo lump \"%s\" doesn't exist\n"), dname);
F_StartIntro();
return;
}*/
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titledemo = fromtitledemo = true;
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G_DoPlayDemo(dname);
}
}
void F_TitleDemoTicker(void)
{
keypressed = false;
}
// ================
// WAITINGPLAYERS
// ================
void F_StartWaitingPlayers(void)
{
INT32 i;
INT32 randskin;
spriteframe_t *sprframe;
wipegamestate = GS_TITLESCREEN; // technically wiping from title screen
finalecount = 0;
randskin = M_RandomKey(numskins);
if (waitcolormap)
Z_Free(waitcolormap);
waitcolormap = R_GetTranslationColormap(randskin, skins[randskin].prefcolor, 0);
for (i = 0; i < 2; i++)
{
sprframe = &skins[randskin].spritedef.spriteframes[(6+(i*3)) & FF_FRAMEMASK];
driver[i] = W_CachePatchNum(sprframe->lumppat[1], PU_LEVEL);
}
}
void F_WaitingPlayersTicker(void)
{
if (paused)
return;
finalecount++;
// dumb hack, only start the music on the 1st tick so if you instantly go into the map you aren't hearing a tic of music
if (finalecount == 2)
S_ChangeMusicInternal("WAIT2J", true);
}
void F_WaitingPlayersDrawer(void)
{
UINT32 frame = (finalecount % 8) / 4; // The game only tics every other frame while waitingplayers
INT32 flags = V_FLIP;
const char *waittext1 = "You will join";
const char *waittext2 = "the next race...";
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
V_DrawCreditString((160 - (V_CreditStringWidth(waittext1)>>1))<<FRACBITS, 48<<FRACBITS, 0, waittext1);
V_DrawCreditString((160 - (V_CreditStringWidth(waittext2)>>1))<<FRACBITS, 64<<FRACBITS, 0, waittext2);
V_DrawFixedPatch((160<<FRACBITS) - driver[frame]->width / 2, 150<<FRACBITS, 1<<FRACBITS, flags, driver[frame], waitcolormap);
}
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// ==========
// CONTINUE
// ==========
void F_StartContinue(void)
{
I_Assert(!netgame && !multiplayer);
if (players[consoleplayer].continues <= 0)
{
Command_ExitGame_f();
return;
}
G_SetGamestate(GS_CONTINUING);
gameaction = ga_nothing;
keypressed = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
// In case menus are still up?!!
M_ClearMenus(true);
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S_ChangeMusicInternal("contsc", false);
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S_StopSounds();
timetonext = TICRATE*11;
}
//
// F_ContinueDrawer
// Moved continuing out of the HUD (hack removal!!)
//
void F_ContinueDrawer(void)
{
patch_t *contsonic;
INT32 i, x = (BASEVIDWIDTH/2) + 4, ncontinues = players[consoleplayer].continues;
if (ncontinues > 20)
ncontinues = 20;
if (imcontinuing)
contsonic = W_CachePatchName("CONT2", PU_CACHE);
else
contsonic = W_CachePatchName("CONT1", PU_CACHE);
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
V_DrawCenteredString(BASEVIDWIDTH/2, 100, 0, "CONTINUE?");
// Draw a Sonic!
V_DrawScaledPatch((BASEVIDWIDTH - SHORT(contsonic->width))/2, 32, 0, contsonic);
// Draw the continue markers! Show continues minus one.
x -= ncontinues * 6;
for (i = 0; i < ncontinues; ++i)
V_DrawContinueIcon(x + (i*12), 140, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
V_DrawCenteredString(BASEVIDWIDTH/2, 168, 0, va("\x82*\x80" " %02d " "\x82*\x80", timetonext/TICRATE));
}
void F_ContinueTicker(void)
{
if (!imcontinuing)
{
// note the setup to prevent 2x reloading
if (timetonext >= 0)
timetonext--;
if (timetonext == 0)
Command_ExitGame_f();
}
else
{
// note the setup to prevent 2x reloading
if (continuetime >= 0)
continuetime--;
if (continuetime == 0)
G_Continue();
}
}
boolean F_ContinueResponder(event_t *event)
{
INT32 key = event->data1;
if (keypressed)
return true;
if (timetonext >= 21*TICRATE/2)
return false;
if (event->type != ev_keydown)
return false;
// remap virtual keys (mouse & joystick buttons)
switch (key)
{
case KEY_ENTER:
case KEY_SPACE:
case KEY_MOUSE1:
case KEY_JOY1:
case KEY_JOY1 + 2:
break;
default:
return false;
}
keypressed = true;
imcontinuing = true;
continuetime = TICRATE;
S_StartSound(0, sfx_itemup);
return true;
}
// ==================
// CUSTOM CUTSCENES
// ==================
static INT32 scenenum, cutnum;
static INT32 picxpos, picypos, picnum, pictime;
static INT32 textxpos, textypos;
static boolean dofadenow = false, cutsceneover = false;
static boolean runningprecutscene = false, precutresetplayer = false;
static void F_AdvanceToNextScene(void)
{
// Don't increment until after endcutscene check
// (possible overflow / bad patch names from the one tic drawn before the fade)
if (scenenum+1 >= cutscenes[cutnum]->numscenes)
{
F_EndCutScene();
return;
}
++scenenum;
timetonext = 0;
stoptimer = 0;
picnum = 0;
picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum];
picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum];
2016-07-05 21:09:17 -07:00
if (cutscenes[cutnum]->scene[scenenum].musswitch[0])
S_ChangeMusic(cutscenes[cutnum]->scene[scenenum].musswitch,
cutscenes[cutnum]->scene[scenenum].musswitchflags,
cutscenes[cutnum]->scene[scenenum].musicloop);
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// Fade to the next
dofadenow = true;
F_NewCutscene(cutscenes[cutnum]->scene[scenenum].text);
picnum = 0;
picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum];
picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum];
textxpos = cutscenes[cutnum]->scene[scenenum].textxpos;
textypos = cutscenes[cutnum]->scene[scenenum].textypos;
animtimer = pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum];
}
void F_EndCutScene(void)
{
cutsceneover = true; // do this first, just in case G_EndGame or something wants to turn it back false later
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if (runningprecutscene)
{
if (server)
D_MapChange(gamemap, gametype, false, precutresetplayer, 0, true, false);
2014-03-15 09:59:03 -07:00
}
else
{
if (cutnum == creditscutscene-1)
F_StartGameEvaluation();
else if (cutnum == introtoplay-1)
D_StartTitle();
else if (nextmap < 1100-1)
G_NextLevel();
else
G_EndGame();
2014-03-15 09:59:03 -07:00
}
}
void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean resetplayer)
{
if (!cutscenes[cutscenenum])
return;
G_SetGamestate(GS_CUTSCENE);
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
F_NewCutscene(cutscenes[cutscenenum]->scene[0].text);
CON_ClearHUD();
cutsceneover = false;
runningprecutscene = precutscene;
precutresetplayer = resetplayer;
scenenum = picnum = 0;
cutnum = cutscenenum;
picxpos = cutscenes[cutnum]->scene[0].xcoord[0];
picypos = cutscenes[cutnum]->scene[0].ycoord[0];
textxpos = cutscenes[cutnum]->scene[0].textxpos;
textypos = cutscenes[cutnum]->scene[0].textypos;
pictime = cutscenes[cutnum]->scene[0].picduration[0];
keypressed = false;
finalecount = 0;
timetonext = 0;
animtimer = cutscenes[cutnum]->scene[0].picduration[0]; // Picture duration
stoptimer = 0;
2016-07-05 21:09:17 -07:00
if (cutscenes[cutnum]->scene[0].musswitch[0])
S_ChangeMusic(cutscenes[cutnum]->scene[0].musswitch,
cutscenes[cutnum]->scene[0].musswitchflags,
cutscenes[cutnum]->scene[0].musicloop);
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else
S_StopMusic();
}
//
// F_CutsceneDrawer
//
void F_CutsceneDrawer(void)
{
if (dofadenow && rendermode != render_none)
{
F_WipeStartScreen();
// Fade to any palette color you want.
if (cutscenes[cutnum]->scene[scenenum].fadecolor)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, cutscenes[cutnum]->scene[scenenum].fadecolor);
2014-03-15 09:59:03 -07:00
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeinid, true);
F_WipeStartScreen();
}
}
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
2014-03-15 09:59:03 -07:00
if (cutscenes[cutnum]->scene[scenenum].picname[picnum][0] != '\0')
{
if (cutscenes[cutnum]->scene[scenenum].pichires[picnum])
V_DrawSmallScaledPatch(picxpos, picypos, 0,
W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE));
else
V_DrawScaledPatch(picxpos,picypos, 0,
W_CachePatchName(cutscenes[cutnum]->scene[scenenum].picname[picnum], PU_CACHE));
}
if (dofadenow && rendermode != render_none)
{
F_WipeEndScreen();
F_RunWipe(cutscenes[cutnum]->scene[scenenum].fadeoutid, true);
}
V_DrawString(textxpos, textypos, 0, cutscene_disptext);
}
void F_CutsceneTicker(void)
{
INT32 i;
// Online clients tend not to instantly get the map change, so just wait
// and don't send 30 of them.
if (cutsceneover)
return;
// advance animation
finalecount++;
cutscene_boostspeed = 0;
dofadenow = false;
for (i = 0; i < MAXPLAYERS; i++)
{
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if (netgame && i != serverplayer && !IsPlayerAdmin(i))
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continue;
if (players[i].cmd.buttons & BT_BRAKE || players[i].cmd.buttons & BT_ACCELERATE) // SRB2kart
2014-03-15 09:59:03 -07:00
{
keypressed = false;
cutscene_boostspeed = 1;
if (timetonext)
timetonext = 2;
}
}
if (animtimer)
{
animtimer--;
if (animtimer <= 0)
{
if (picnum < 7 && cutscenes[cutnum]->scene[scenenum].picname[picnum+1][0] != '\0')
{
picnum++;
picxpos = cutscenes[cutnum]->scene[scenenum].xcoord[picnum];
picypos = cutscenes[cutnum]->scene[scenenum].ycoord[picnum];
pictime = cutscenes[cutnum]->scene[scenenum].picduration[picnum];
animtimer = pictime;
}
else
timetonext = 2;
}
}
if (timetonext)
--timetonext;
if (++stoptimer > 2 && timetonext == 1)
F_AdvanceToNextScene();
else if (!timetonext && !F_WriteText())
timetonext = 5*TICRATE + 1;
}
boolean F_CutsceneResponder(event_t *event)
{
if (cutnum == introtoplay-1)
return F_IntroResponder(event);
return false;
}