예제 #1
0
void GameInfo::StartFinale(MapCluster *next)
{
  // check need for finale
  if (cv_deathmatch.value == 0)
    {
      // check winning
      if (!next)
	{
	  SetState(GS_FINALE);
	  F_StartFinale(currentcluster, false, true); // final piece of story is exittext
	  return;
	}

      int c = currentcluster->number;
      int n = next->number;
      // check "mid-game finale" (story) (requires cluster change)
      if (n != c)
	{
	  if (!next->entertext.empty())
	    {
	      SetState(GS_FINALE);
	      F_StartFinale(next, true, false);
	      return;
	    }
	  else if (!(currentcluster->exittext.empty()))
	    {
	      SetState(GS_FINALE);
	      F_StartFinale(currentcluster, false, false);
	      return;
	    }
	}
    }
  else
    {
      // no finales in deathmatch
      // FIXME end game here, show final frags
      //if (nextcluster == NULL)
	//CL_Reset();
    }
}
예제 #2
0
void G_WorldDone (void) 
{ 
	cluster_info_t *nextcluster;
	cluster_info_t *thiscluster;

	gameaction = ga_worlddone; 

	if (level.flags & LEVEL_CHANGEMAPCHEAT)
		return;

	thiscluster = FindClusterInfo (level.cluster);

	if (strncmp (nextlevel, "enDSeQ", 6) == 0)
	{
		FName endsequence = ENamedName(strtol(nextlevel.GetChars()+6, NULL, 16));
		// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewherw.
		if (endsequence == NAME_Inter_Strife)
		{
			if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
				players[0].mo->FindInventory (QuestItemClasses[27]))
			{
				endsequence = NAME_Inter_Strife_Good;
			}
			else
			{
				endsequence = NAME_Inter_Strife_Sad;
			}
		}

		F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
			thiscluster->cdtrack, thiscluster->cdid,
			thiscluster->FinaleFlat, thiscluster->ExitText,
			thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
			thiscluster->flags & CLUSTER_FINALEPIC,
			thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
			true, endsequence);
	}
	else
	{
		nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);

		if (nextcluster->cluster != level.cluster && !deathmatch)
		{
			// Only start the finale if the next level's cluster is different
			// than the current one and we're not in deathmatch.
			if (nextcluster->EnterText.IsNotEmpty())
			{
				F_StartFinale (nextcluster->MessageMusic, nextcluster->musicorder,
					nextcluster->cdtrack, nextcluster->cdid,
					nextcluster->FinaleFlat, nextcluster->EnterText,
					nextcluster->flags & CLUSTER_ENTERTEXTINLUMP,
					nextcluster->flags & CLUSTER_FINALEPIC,
					nextcluster->flags & CLUSTER_LOOKUPENTERTEXT,
					false);
			}
			else if (thiscluster->ExitText.IsNotEmpty())
			{
				F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
					thiscluster->cdtrack, nextcluster->cdid,
					thiscluster->FinaleFlat, thiscluster->ExitText,
					thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
					thiscluster->flags & CLUSTER_FINALEPIC,
					thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
					false);
			}
		}
	}
} 
예제 #3
0
void G_Ticker(void)
{
    int i, buf;
    ticcmd_t *cmd = NULL;

//
// do player reborns if needed
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i] && players[i].playerstate == PST_REBORN)
            G_DoReborn(i);

//
// do things to change the game state
//
    while (gameaction != ga_nothing)
    {
        switch (gameaction)
        {
            case ga_loadlevel:
                G_DoLoadLevel();
                break;
            case ga_newgame:
                G_DoNewGame();
                break;
            case ga_loadgame:
                G_DoLoadGame();
                break;
            case ga_savegame:
                G_DoSaveGame();
                break;
            case ga_playdemo:
                G_DoPlayDemo();
                break;
            case ga_screenshot:
                V_ScreenShot("HTIC%02i.%s");
                gameaction = ga_nothing;
                break;
            case ga_completed:
                G_DoCompleted();
                break;
            case ga_worlddone:
                G_DoWorldDone();
                break;
            case ga_victory:
                F_StartFinale();
                break;
            default:
                break;
        }
    }


//
// get commands, check consistancy, and build new consistancy check
//
    //buf = gametic%BACKUPTICS;
    buf = (gametic / ticdup) % BACKUPTICS;

    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            cmd = &players[i].cmd;

            memcpy(cmd, &netcmds[i], sizeof(ticcmd_t));

            if (demoplayback)
                G_ReadDemoTiccmd(cmd);
            if (demorecording)
                G_WriteDemoTiccmd(cmd);

            if (netgame && !(gametic % ticdup))
            {
                if (gametic > BACKUPTICS
                    && consistancy[i][buf] != cmd->consistancy)
                {
                    I_Error("consistency failure (%i should be %i)",
                            cmd->consistancy, consistancy[i][buf]);
                }
                if (players[i].mo)
                    consistancy[i][buf] = players[i].mo->x;
                else
                    consistancy[i][buf] = rndindex;
            }
        }

//
// check for special buttons
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            if (players[i].cmd.buttons & BT_SPECIAL)
            {
                switch (players[i].cmd.buttons & BT_SPECIALMASK)
                {
                    case BTS_PAUSE:
                        paused ^= 1;
                        if (paused)
                        {
                            S_PauseSound();
                        }
                        else
                        {
                            S_ResumeSound();
                        }
                        break;

                    case BTS_SAVEGAME:
                        if (!savedescription[0])
                        {
                            if (netgame)
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("NET GAME"),
                                             sizeof(savedescription));
                            }
                            else
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("SAVE GAME"),
                                             sizeof(savedescription));
                            }
                        }
                        savegameslot =
                            (players[i].cmd.
                             buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
                        gameaction = ga_savegame;
                        break;
                }
            }
        }
    // turn inventory off after a certain amount of time
    if (inventory && !(--inventoryTics))
    {
        players[consoleplayer].readyArtifact =
            players[consoleplayer].inventory[inv_ptr].type;
        inventory = false;
        cmd->arti = 0;
    }
//
// do main actions
//
//
// do main actions
//
    switch (gamestate)
    {
        case GS_LEVEL:
            P_Ticker();
            SB_Ticker();
            AM_Ticker();
            CT_Ticker();
            break;
        case GS_INTERMISSION:
            IN_Ticker();
            break;
        case GS_FINALE:
            F_Ticker();
            break;
        case GS_DEMOSCREEN:
            D_PageTicker();
            break;
    }
}