// 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 <ctype.h>
#include <math.h>
#include <malloc.h>

#include "i_system.h"
#include "m_swap.h"
#include "v_video.h"
#include "i_video.h"
#include "v_text.h"
#include "w_wad.h"
#include "s_sound.h"
#include "gstrings.h"
#include "doomstat.h"
#include "r_state.h"
#include "r_draw.h"
#include "hu_stuff.h"
#include "cmdlib.h"
#include "gi.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "templates.h"

static void FadePic ();
static void GetFinaleText (const char *msgLumpName);

// Stage of animation:
//	0 = text
//	1 = art screen
//	2 = underwater screen
//	3 = character cast
//	4 = Heretic title
//  5 = Strife slideshow
static unsigned int	FinaleStage;

static size_t FinaleCount, FinaleEndCount;
static int FinalePart;

static int TEXTSPEED;
#define TEXTWAIT		250

static int FinaleSequence;
static SBYTE FadeDir;
static bool FinaleHasPic;

static string FinaleText;
static size_t FinaleTextLen;
static char *FinaleFlat;

void	F_StartCast (void);
void	F_CastTicker (void);
BOOL	F_CastResponder (event_t *ev);
void	F_CastDrawer (void);
void	F_AdvanceSlideshow ();

//
// F_StartFinale
//
void F_StartFinale (char *music, int musicorder, int cdtrack, unsigned int cdid, char *flat, char *text,
					BOOL textInLump, BOOL finalePic, BOOL lookupText)
{
	bool ending = strncmp (level.nextmap, "enDSeQ", 6) == 0;
	bool loopmusic = ending ? !(gameinfo.flags & GI_NOLOOPFINALEMUSIC) : true;
	gameaction = ga_nothing;
	gamestate = GS_FINALE;
	viewactive = false;
	automapactive = false;

	// Okay - IWAD dependend stuff.
	// This has been changed severely, and some stuff might have changed in the process.
	//
	// [RH] More flexible now (even more severe changes)
	//  FinaleFlat, FinaleText, and music are now determined in G_WorldDone() based on
	//	data in a level_info_t and a cluster_info_t.

	if (cdtrack == 0 || !S_ChangeCDMusic (cdtrack, cdid))
	{
		if (music == NULL)
		{
			S_ChangeMusic (gameinfo.finaleMusic, 0, loopmusic);
		}
		else
		{
 			S_ChangeMusic (music, musicorder, loopmusic);
		}
	}

	FinaleFlat = (flat != NULL && *flat != 0) ? flat : gameinfo.finaleFlat;

	if (textInLump)
	{
		GetFinaleText (text);
	}
	else
	{
		const char *from = (text != NULL) ? text : "Empty message";
		FinaleText = from;
		FinaleTextLen = FinaleText.Len() + 1;
	}
	if (lookupText)
	{
		const char *str = GStrings[FinaleText.GetChars()];
		if (str != NULL)
		{
			FinaleText = str;
			FinaleTextLen = FinaleText.Len() + 1;
		}
	}

	FinaleStage = 0;
	V_SetBlend (0,0,0,0);
	TEXTSPEED = 2;

	FinaleHasPic = !!finalePic;
	FinaleCount = 0;
	FinaleEndCount = 70;
	FadeDir = -1;
	S_StopAllChannels ();

	if (ending)
	{
		FinaleSequence = *((WORD *)&level.nextmap[6]);
		if (EndSequences[FinaleSequence].EndType == END_Chess)
		{
			TEXTSPEED = 3;	// Slow the text to its original rate to match the music.
			S_ChangeMusic ("hall", 0, loopmusic);
			FinaleStage = 10;
			GetFinaleText ("win1msg");
			V_SetBlend (0,0,0,256);
		}
		else if (EndSequences[FinaleSequence].EndType == END_Strife)
		{
			if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
				players[0].mo->FindInventory (QuestItemClasses[26]))
			{
				FinalePart = 10;
			}
			else
			{
				FinalePart = 17;
			}
			FinaleStage = 5;
			FinaleEndCount = 0;
		}
	}
}

void F_EndFinale ()
{
	FinaleText = NULL;
	FinaleTextLen = 0;
}

BOOL F_Responder (event_t *event)
{
	if (FinaleStage == 3)
	{
		return F_CastResponder (event);
	}
	else if (FinaleStage == 2 && event->type == EV_KeyDown)
	{ // We're showing the water pic; make any key kick to demo mode
		FinaleStage = 4;
		V_ForceBlend (0, 0, 0, 0);
		return true;
	}

	return false;
}


//
// F_Ticker
//
void F_Ticker ()
{
	int i;
	bool interrupt = false;

	// check for skipping
	for (i = 0; i < MAXPLAYERS; i++)
	{
		// Only for buttons going down
		if (!interrupt)
		{
			for (size_t j = 0; j < sizeof(players[i].cmd.ucmd.buttons)*8; ++j)
			{
				if (((players[i].cmd.ucmd.buttons >> j) & 1) &&
					!((players[i].oldbuttons >> j) & 1))
				{
					interrupt = true;
					break;
				}
			}
		}
		players[i].oldbuttons = players[i].cmd.ucmd.buttons;
	}
	
	// [RH] Non-commercial can be skipped now, too
	if (FinaleStage == 0)
	{
		if (interrupt ||
			((gamemode != commercial || gameinfo.flags & GI_SHAREWARE)
			 && FinaleCount > FinaleTextLen*TEXTSPEED+TEXTWAIT))
		{
			if (FinaleCount < FinaleTextLen*TEXTSPEED+10)
			{
				FinaleCount = FinaleTextLen*TEXTSPEED+10;
			}
			else
			{
				if (strncmp (level.nextmap, "enDSeQ", 6) == 0)
				{
					// [RH] Don't automatically advance end-of-game messages
					if (interrupt)
					{
						FinaleSequence = *((WORD *)&level.nextmap[6]);
						if (EndSequences[FinaleSequence].EndType == END_Cast)
						{
							F_StartCast ();
						}
						else
						{
							FinaleCount = 0;
							FinaleStage = 1;
							wipegamestate = GS_FORCEWIPE;
							if (EndSequences[FinaleSequence].EndType == END_Bunny)
							{
								S_StartMusic ("d_bunny");
							}
						}
					}
				}
				else
				{
					gameaction = ga_worlddone;
				}
			}
		}
	}
	else if (FinaleStage >= 10)
	{
		// Hexen chess ending with three pages of text.
		// [RH] This can be interrupted to speed it up.
		if (interrupt)
		{
			if (FinaleStage == 11 || FinaleStage == 12 || FinaleStage == 15)
			{ // Stages that display text
				if (FinaleCount < FinaleEndCount-TEXTWAIT)
				{
					FinaleCount = FinaleEndCount-TEXTWAIT;
				}
				else
				{
					FinaleCount = FinaleEndCount;
				}
			}
			else if (FinaleCount < 69)
			{ // Stages that fade pictures
				FinaleCount = 69;
			}
		}
		if (FinaleStage < 15 && FinaleCount >= FinaleEndCount)
		{
			FinaleCount = 0;
			FinaleStage++;
			switch (FinaleStage)
			{
			case 11: // Text 1
				FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
				break;

			case 12: // Pic 2, Text 2
				GetFinaleText ("win2msg");
				FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
				S_ChangeMusic ("orb", 0, !(gameinfo.flags & GI_NOLOOPFINALEMUSIC));
				break;

			case 13: // Pic 2 -- Fade out
				FinaleEndCount = 70;
				FadeDir = 1;
				break;

			case 14: // Pic 3 -- Fade in
				FinaleEndCount = 71;
				FadeDir = -1;
				S_ChangeMusic ("chess", 0, !(gameinfo.flags & GI_NOLOOPFINALEMUSIC));
				break;

			case 15: // Pic 3, Text 3
				GetFinaleText ("win3msg");
				FinaleEndCount = FinaleTextLen*TEXTSPEED+TEXTWAIT;
				break;
			}
			return;
		}
		if (FinaleStage == 10 || FinaleStage == 13 || FinaleStage == 14)
		{
			FadePic ();
		}
	}
	else if (FinaleStage >= 5)
	{ // Strife slideshow
		if (interrupt)
		{
			FinaleCount = FinaleEndCount;
		}
	}
	
	// advance animation
	FinaleCount++;
		
	if (FinaleStage == 3)
	{
		F_CastTicker ();
		return;
	}
	else if (FinaleStage == 5 && FinaleCount > FinaleEndCount)
	{
		S_StopSound ((fixed_t *)NULL, CHAN_VOICE);
		F_AdvanceSlideshow ();
		FinaleCount = 0;
	}
}

//===========================================================================
//
// FadePic
//
//===========================================================================

static void FadePic ()
{
	int blend = int(256*FinaleCount/70);

	if (FadeDir < 0)
	{
		blend = 256 - blend;
	}
	V_SetBlend (0,0,0,blend);
}

//
// F_TextWrite
//
void F_TextWrite (void)
{
	FTexture *pic;
	int w;
	size_t count;
	const char *ch;
	int c;
	int cx;
	int cy;
	const byte *range;
	int leftmargin;
	int rowheight;
	bool scale;
	
	if (FinaleCount < 11)
		return;

	// draw some of the text onto the screen
	leftmargin = (gameinfo.gametype & (GAME_Doom|GAME_Strife|GAME_Hexen) ? 10 : 20) - 160;
	rowheight = screen->Font->GetHeight () +
		(gameinfo.gametype & (GAME_Doom|GAME_Strife) ? 3 : -1);
	scale = (CleanXfac != 1 || CleanYfac != 1);

	cx = leftmargin;
	if (FinaleStage == 15)
	{
		cy = 135 - 100;
	}
	else
	{
		cy = (gameinfo.gametype & (GAME_Doom|GAME_Strife) ? 10 : 5) - 100;
	}
	ch = FinaleText.GetChars();
		
	count = (FinaleCount - 10)/TEXTSPEED;
	range = screen->Font->GetColorTranslation (CR_UNTRANSLATED);

	for ( ; count ; count-- )
	{
		c = *ch++;
		if (!c)
			break;
		if (c == '\n')
		{
			cx = leftmargin;
			cy += rowheight;
			continue;
		}

		pic = screen->Font->GetChar (c, &w);
		if (cx+w > SCREENWIDTH)
			continue;
		if (pic != NULL)
		{
			if (scale)
			{
				screen->DrawTexture (pic,
					cx + 320 / 2,
					cy + 200 / 2,
					DTA_Translation, range,
					DTA_Clean, true,
					TAG_DONE);
			}
			else
			{
				screen->DrawTexture (pic,
					cx + 320 / 2,
					cy + 200 / 2,
					DTA_Translation, range,
					TAG_DONE);
			}
		}
		cx += w;
	}
		
}

//
// Final DOOM 2 animation
// Casting by id Software.
//	 in order of appearance
//
typedef struct
{
	const char		*name;
	const char		*type;
	const AActor	*info;
} castinfo_t;

castinfo_t castorder[] =
{
	{"CC_ZOMBIE",	"ZombieMan"},
	{"CC_SHOTGUN",	"ShotgunGuy"},
	{"CC_HEAVY",	"ChaingunGuy"},
	{"CC_IMP",		"DoomImp"},
	{"CC_DEMON",	"Demon"},
	{"CC_LOST",		"LostSoul"},
	{"CC_CACO",		"Cacodemon"},
	{"CC_HELL",		"HellKnight"},
	{"CC_BARON",	"BaronOfHell"},
	{"CC_ARACH",	"Arachnotron"},
	{"CC_PAIN",		"PainElemental"},
	{"CC_REVEN",	"Revenant"},
	{"CC_MANCU",	"Fatso"},
	{"CC_ARCH",		"Archvile"},
	{"CC_SPIDER",	"SpiderMastermind"},
	{"CC_CYBER",	"Cyberdemon"},
	{"CC_HERO",		"DoomPlayer"},

	{0, NULL}
};

struct
{
	const char *type;
	byte melee;
	byte ofs;
	const char *sound;
	FState *match;
} atkstates[] =
{
	{ "DoomPlayer", 0, 0, "weapons/sshotf" },
	{ "ZombieMan", 0, 1, "grunt/attack" },
	{ "ShotgunGuy", 0, 1, "shotguy/attack" },
	{ "Archvile", 0, 1, "vile/start" },
	{ "Revenant", 1, 1, "skeleton/swing" },
	{ "Revenant", 1, 3, "skeleton/melee" },
	{ "Revenant", 0, 1, "skeleton/attack" },
	{ "Fatso", 0, 1, "fatso/attack" },
	{ "Fatso", 0, 4, "fatso/attack" },
	{ "Fatso", 0, 7, "fatso/attack" },
	{ "ChaingunGuy", 0, 1, "chainguy/attack" },
	{ "ChaingunGuy", 0, 2, "chainguy/attack" },
	{ "ChaingunGuy", 0, 3, "chainguy/attack" },
	{ "DoomImp", 0, 2, "imp/attack" },
	{ "Demon", 1, 1, "demon/melee" },
	{ "BaronOfHell", 0, 1, "baron/attack" },
	{ "HellKnight", 0, 1, "baron/attack" },
	{ "Cacodemon", 0, 1, "caco/attack" },
	{ "LostSoul", 0, 1, "skull/melee" },
	{ "SpiderMastermind", 0, 1, "spider/attack" },
	{ "SpiderMastermind", 0, 2, "spider/attack" },
	{ "Arachnotron", 0, 1, "baby/attack" },
	{ "Cyberdemon", 0, 1, "weapons/rocklf" },
	{ "Cyberdemon", 0, 3, "weapons/rocklf" },
	{ "Cyberdemon", 0, 5, "weapons/rocklf" },
	{ "PainElemental", 0, 2, "skull/melee" },
	{ NULL }
};

int 			castnum;
int 			casttics;
int				castsprite;			// [RH] For overriding the player sprite with a skin
const BYTE *	casttranslation;	// [RH] Draw "our hero" with their chosen suit color
FState*			caststate;
BOOL	 		castdeath;
int 			castframes;
int 			castonmelee;
BOOL	 		castattacking;

static FState *advplayerstate;

//
// F_StartCast
//
extern	gamestate_t 	wipegamestate;


void F_StartCast (void)
{
	const TypeInfo *type;
	int i;

	// [RH] Set the names and defaults for the cast
	for (i = 0; castorder[i].type; i++)
	{
		type = TypeInfo::FindType (castorder[i].type);
		if (type == NULL)
			castorder[i].info = GetDefault<AActor>();
		else
			castorder[i].info = GetDefaultByType (type);
	}

	for (i = 0; atkstates[i].type; i++)
	{
		type = TypeInfo::FindType (atkstates[i].type);
		if (type != NULL)
		{
			if (atkstates[i].melee)
				atkstates[i].match = ((AActor *)(type->ActorInfo->Defaults))->MeleeState + atkstates[i].ofs;
			else
				atkstates[i].match = ((AActor *)(type->ActorInfo->Defaults))->MissileState + atkstates[i].ofs;
		}
		else
		{
			atkstates[i].match = NULL;
		}
	}

	type = TypeInfo::FindType ("DoomPlayer");
	if (type != NULL)
		advplayerstate = ((AActor *)(type->ActorInfo->Defaults))->MissileState;

	wipegamestate = GS_FORCEWIPE;
	castnum = 0;
	caststate = castorder[castnum].info->SeeState;
	castsprite = caststate->sprite.index;
	casttranslation = NULL;
	casttics = caststate->GetTics ();
	castdeath = false;
	FinaleStage = 3;
	castframes = 0;
	castonmelee = 0;
	castattacking = false;
	S_ChangeMusic ("d_evil");
}


//
// F_CastTicker
//
void F_CastTicker (void)
{
	int atten;

	if (--casttics > 0 && caststate != NULL)
		return; 				// not time to change state yet
				
	if (caststate == NULL || caststate->GetTics() == -1 || caststate->GetNextState() == NULL)
	{
		// switch from deathstate to next monster
		do
		{
			castnum++;
			castdeath = false;
			if (castorder[castnum].name == 0)
				castnum = 0;
			if (castorder[castnum].info->SeeSound)
			{
				if (castorder[castnum].info->flags2 & MF2_BOSS)
					atten = ATTN_SURROUND;
				else
					atten = ATTN_NONE;
				S_SoundID (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, atten);
			}
			caststate = castorder[castnum].info->SeeState;
			// [RH] Skip monsters that have been hacked to no longer have attack states
			if (castorder[castnum].info->MissileState == NULL &&
				castorder[castnum].info->MeleeState == NULL)
			{
				caststate = NULL;
			}
		}
		while (caststate == NULL);
		if (castnum == 16)
		{
			castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
			casttranslation = translationtables[TRANSLATION_Players] + 256*consoleplayer;
		}
		else
		{
			castsprite = caststate->sprite.index;
			casttranslation = NULL;
		}
		castframes = 0;
	}
	else
	{
		// sound hacks....
		if (caststate != NULL)
		{
			int i;

			for (i = 0; atkstates[i].type; i++)
			{
				if (atkstates[i].match == caststate)
				{
					S_StopAllChannels ();
					S_Sound (CHAN_WEAPON, atkstates[i].sound, 1, ATTN_NONE);
					break;
				}
			}
		}

		// just advance to next state in animation
		if (caststate == advplayerstate)
			goto stopattack;	// Oh, gross hack!

		caststate = caststate->GetNextState();
		castframes++;
	}
		
	if (castframes == 12)
	{
		// go into attack frame
		castattacking = true;
		if (castonmelee)
			caststate = castorder[castnum].info->MeleeState;
		else
			caststate = castorder[castnum].info->MissileState;
		castonmelee ^= 1;
		if (caststate == NULL)
		{
			if (castonmelee)
				caststate = castorder[castnum].info->MeleeState;
			else
				caststate = castorder[castnum].info->MissileState;
		}
	}
		
	if (castattacking)
	{
		if (castframes == 24
			|| caststate == castorder[castnum].info->SeeState )
		{
		  stopattack:
			castattacking = false;
			castframes = 0;
			caststate = castorder[castnum].info->SeeState;
		}
	}
		
	casttics = caststate->GetTics();
	if (casttics == -1)
		casttics = 15;
}


//
// F_CastResponder
//

BOOL 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 = castorder[castnum].info->DeathState;
	if (caststate != NULL)
	{
		casttics = caststate->GetTics();
		castframes = 0;
		castattacking = false;
		if (castnum == 16)
		{
			//int id = S_LookupPlayerSound (
			S_Sound (players[consoleplayer].mo, CHAN_VOICE, "*death", 1, ATTN_NONE);
		}
		else if (castorder[castnum].info->DeathSound)
		{
			S_SoundID (CHAN_VOICE, castorder[castnum].info->DeathSound, 1,
				castnum == 15 || castnum == 14 ? ATTN_SURROUND : ATTN_NONE);
		}
	}
		
	return true;
}

//
// F_CastDrawer
//
void F_CastDrawer (void)
{
	spriteframe_t*		sprframe;
	FTexture*			pic;
	
	// erase the entire screen to a background
	screen->DrawTexture (TexMan["BOSSBACK"], 0, 0,
		DTA_DestWidth, screen->GetWidth(),
		DTA_DestHeight, screen->GetHeight(),
		TAG_DONE);

	screen->DrawText (CR_RED,
		(SCREENWIDTH - SmallFont->StringWidth (GStrings(castorder[castnum].name)) * CleanXfac)/2,
		(SCREENHEIGHT * 180) / 200,
		GStrings(castorder[castnum].name),
		DTA_CleanNoMove, true, TAG_DONE);
	
	// draw the current frame in the middle of the screen
	if (caststate != NULL)
	{
		sprframe = &SpriteFrames[sprites[castsprite].spriteframes + caststate->GetFrame()];
		pic = TexMan(sprframe->Texture[0]);

		screen->DrawTexture (pic, 160, 170,
			DTA_320x200, true,
			DTA_FlipX, sprframe->Flip & 1,
			DTA_Translation, casttranslation,
			TAG_DONE);
	}
}


/*
==================
=
= F_DemonScroll
=
==================
*/

void F_DemonScroll ()
{
	int yval;
	FTexture *final1 = TexMan("FINAL1");
	FTexture *final2 = TexMan("FINAL2");
	int fwidth = final1->GetWidth();
	int fheight = final1->GetHeight();

	if (FinaleCount < 70)
	{
		screen->DrawTexture (final1, 0, 0,
			DTA_VirtualWidth, fwidth,
			DTA_VirtualHeight, fheight,
			DTA_Masked, false,
			TAG_DONE);
		screen->FillBorder (NULL);
		return;
	}
	yval = int(FinaleCount) - 70;
	if (yval < 600)
	{
		yval = Scale (yval, fheight, 600);
		screen->DrawTexture (final1, 0, yval,
			DTA_VirtualWidth, fwidth,
			DTA_VirtualHeight, fheight,
			DTA_Masked, false,
			TAG_DONE);
		screen->DrawTexture (TexMan("FINAL2"), 0, yval - fheight,
			DTA_VirtualWidth, fwidth,
			DTA_VirtualHeight, fheight,
			DTA_Masked, false,
			TAG_DONE);
	}
	else
	{ //else, we'll just sit here and wait, for now
		screen->DrawTexture (TexMan("FINAL2"), 0, 0,
			DTA_VirtualWidth, fwidth,
			DTA_VirtualHeight, fheight,
			DTA_Masked, false,
			TAG_DONE);
	}
	screen->FillBorder (NULL);
}

/*
==================
=
= F_DrawUnderwater
=
==================
*/

void F_DrawUnderwater(void)
{
	extern EMenuState menuactive;
	FTexture *pic;

	switch (FinaleStage)
	{
	case 1:
		{
		PalEntry *palette;
		const byte *orgpal;
		FMemLump lump;
		int i;

		lump = Wads.ReadLump ("E2PAL");
		orgpal = (byte *)lump.GetMem();
		palette = screen->GetPalette ();
		for (i = 256; i > 0; i--, orgpal += 3)
		{
			*palette++ = PalEntry (orgpal[0], orgpal[1], orgpal[2]);
		}
		screen->UpdatePalette ();

		pic = TexMan("E2END");
		screen->DrawTexture (pic, 0, 0,
			DTA_VirtualWidth, pic->GetWidth(),
			DTA_VirtualHeight, pic->GetHeight(),
			TAG_DONE);
		screen->FillBorder (NULL);
		FinaleStage = 2;
		}

		// intentional fall-through
	case 2:
		if (currentrenderer!=0)
		{
			// OpenGL has to redraw this permanently
			pic = TexMan("E2END");
			screen->DrawTexture (pic, 0, 0,
				DTA_VirtualWidth, pic->GetWidth(),
				DTA_VirtualHeight, pic->GetHeight(),
				TAG_DONE);
			screen->FillBorder (NULL);
		}
		paused = false;
		menuactive = MENU_Off;
		break;

	case 4:
		{
		PalEntry *palette;
		int i;

		palette = screen->GetPalette ();
		for (i = 0; i < 256; ++i)
		{
			palette[i] = GPalette.BaseColors[i];
		}
		screen->UpdatePalette ();

		pic = TexMan("TITLE");
		screen->DrawTexture (pic, 0, 0,
			DTA_VirtualWidth, pic->GetWidth(),
			DTA_VirtualHeight, pic->GetHeight(),
			TAG_DONE);
		screen->FillBorder (NULL);
		break;
		}
	}
}

/*
==================
=
= F_BunnyScroll
=
==================
*/
void F_BunnyScroll (void)
{
	static const char tex1name[2][8] = { "CREDIT",  "PFUB1" };
	static const char tex2name[2][8] = { "VELLOGO", "PFUB2" };

	static size_t laststage;

	bool		bunny = EndSequences[FinaleSequence].EndType != END_BuyStrife;
	int 		scrolled;
	char		name[10];
	size_t 		stage;
	FTexture   *tex;
    int			fwidth;
	int			fheight; 

	V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);

	tex = TexMan(tex1name[bunny]);
	fwidth = tex->GetWidth();
	fheight = tex->GetHeight();

	scrolled = clamp (((signed)FinaleCount-230)*fwidth/640, 0, fwidth);

	tex = TexMan(tex1name[bunny]);
	screen->DrawTexture (tex, scrolled, 0,
		DTA_VirtualWidth, fwidth,
		DTA_VirtualHeight, fheight,
		DTA_Masked, false,
		TAG_DONE);

	tex = TexMan(tex2name[bunny]);
	screen->DrawTexture (tex, scrolled - fwidth, 0,
		DTA_VirtualWidth, fwidth,
		DTA_VirtualHeight, fheight,
		DTA_Masked, false,
		TAG_DONE);

	screen->FillBorder (NULL);

	if (bunny)
	{
		if (FinaleCount < 1130)
		{
			return;
		}
		if (FinaleCount < 1180)
		{
			screen->DrawTexture (TexMan("END0"), (320-13*8)/2, (200-8*8)/2, DTA_320x200, true, TAG_DONE);
			laststage = 0;
			return;
		}

		stage = (FinaleCount-1180) / 5;
		if (stage > 6)
			stage = 6;
		if (stage > laststage)
		{
			S_Sound (CHAN_WEAPON, "weapons/pistol", 1, ATTN_NONE);
			laststage = stage;
		}

		sprintf (name, "END%i", stage);
		screen->DrawTexture (TexMan(name), (320-13*8)/2, (200-8*8)/2, DTA_320x200, true, TAG_DONE);
	}
}

//============================================================================
//
// F_StartSlideshow
//
// Starts running the slideshow previously set up.
//
//============================================================================

void F_StartSlideshow ()
{
	gameaction = ga_nothing;
	gamestate = GS_FINALE;
	wipegamestate = GS_FINALE;
	viewactive = false;
	automapactive = false;

	S_StopAllChannels ();
	S_ChangeMusic ("D_DARK", 0, true);
	V_SetBlend (0,0,0,0);

	// The slideshow is determined solely by the map you're on.
	if (!multiplayer && level.flags & LEVEL_DEATHSLIDESHOW)
	{
		FinalePart = 14;
	}
	else switch (level.levelnum)
	{
	case 3:
		FinalePart = 1;
		break;

	case 10:
		FinalePart = 5;
		break;

	default:
		FinalePart = -99;
		break;
	}

	FinaleCount = 0;
	FinaleStage = 5;
	FinaleEndCount = 0;
}

//============================================================================
//
// F_AdvanceSlideshow
//
//============================================================================

void F_AdvanceSlideshow ()
{
	switch (FinalePart)
	{
	case -99:
		if (level.cdtrack == 0 || !S_ChangeCDMusic (level.cdtrack, level.cdid))
			S_ChangeMusic (level.music, level.musicorder);
		gamestate = GS_LEVEL;
		wipegamestate = GS_LEVEL;
		P_ResumeConversation ();
		viewactive = true;
		break;

	case -1:
		wipegamestate = GS_FORCEWIPEFADE;
		FinaleStage = 6;
		S_StartMusic ("D_FAST");
		break;

		// Macil's speech on map 3 about the Programmer.
	case 1:
		FinaleFlat = "SS2F1";
		S_Sound (CHAN_VOICE, "svox/mac10", 1, ATTN_NORM);
		FinalePart = 2;
		FinaleEndCount = 9 * TICRATE;
		break;

	case 2:
		FinaleFlat = "SS2F2";
		S_Sound (CHAN_VOICE, "svox/mac11", 1, ATTN_NORM);
		FinalePart = 3;
		FinaleEndCount = 10 * TICRATE;
		break;

	case 3:
		FinaleFlat = "SS2F3";
		S_Sound (CHAN_VOICE, "svox/mac12", 1, ATTN_NORM);
		FinalePart = 4;
		FinaleEndCount = 12 * TICRATE;
		break;

	case 4:
		FinaleFlat = "SS2F4";
		S_Sound (CHAN_VOICE, "svox/mac13", 1, ATTN_NORM);
		FinalePart = -99;
		FinaleEndCount = 17 * TICRATE;
		break;

		// Macil's speech on map 10 about the Sigil.
	case 5:
		FinaleFlat = "SS3F1";
		S_Sound (CHAN_VOICE, "svox/mac16", 1, ATTN_NORM);
		FinalePart = 6;
		FinaleEndCount = 10 * TICRATE;
		break;

	case 6:
		FinaleFlat = "SS3F2";
		S_Sound (CHAN_VOICE, "svox/mac17", 1, ATTN_NORM);
		FinalePart = 7;
		FinaleEndCount = 12 * TICRATE;
		break;

	case 7:
		FinaleFlat = "SS3F3";
		S_Sound (CHAN_VOICE, "svox/mac18", 1, ATTN_NORM);
		FinalePart = 8;
		FinaleEndCount = 12 * TICRATE;
		break;

	case 8:
		FinaleFlat = "SS3F4";
		S_Sound (CHAN_VOICE, "svox/mac19", 1, ATTN_NORM);
		FinaleEndCount = 11 * TICRATE;
		FinalePart = -99;
		break;

		// You won! You are a hero!
	case 10:
		FinaleFlat = "SS4F1";
		S_StartMusic ("D_HAPPY");
		S_Sound (CHAN_VOICE, "svox/rie01", 1, ATTN_NORM);
		FinaleEndCount = 13 * TICRATE;
		FinalePart = 11;
		break;

	case 11:
		FinaleFlat = "SS4F2";
		S_Sound (CHAN_VOICE, "svox/bbx01", 1, ATTN_NORM);
		FinaleEndCount = 11 * TICRATE;
		FinalePart = 12;
		break;

	case 12:
		FinaleFlat = "SS4F3";
		S_Sound (CHAN_VOICE, "svox/bbx02", 1, ATTN_NORM);
		FinaleEndCount = 14 * TICRATE;
		FinalePart = 13;
		break;

	case 13:
		FinaleFlat = "SS4F4";
		FinaleEndCount = 28 * TICRATE;
		FinalePart = -1;
		break;

		// You are dead! All hope is lost!
	case 14:
		S_StartMusic ("D_SAD");
		FinaleFlat = "SS5F1";
		S_Sound (CHAN_VOICE, "svox/ss501b", 1, ATTN_NORM);
		FinalePart = 15;
		FinaleEndCount = 11 * TICRATE;
		break;

	case 15:
		FinaleFlat = "SS5F2";
		S_Sound (CHAN_VOICE, "svox/ss502b", 1, ATTN_NORM);
		FinalePart = 16;
		FinaleEndCount = 10 * TICRATE;
		break;

	case 16:
		FinaleFlat = "SS5F3";
		S_Sound (CHAN_VOICE, "svox/ss503b", 1, ATTN_NORM);
		FinalePart = -1;
		FinaleEndCount = 11 * TICRATE;
		break;

		// You won, but at what cost?
	case 17:
		S_StartMusic ("D_END");
		FinaleFlat = "SS6F1";
		S_Sound (CHAN_VOICE, "svox/ss601a", 1, ATTN_NORM);
		FinaleEndCount = 8 * TICRATE;
		FinalePart = 18;
		break;

	case 18:
		FinaleFlat = "SS6F2";
		S_Sound (CHAN_VOICE, "svox/ss602a", 1, ATTN_NORM);
		FinalePart = 19;
		FinaleEndCount = 8 * TICRATE;
		break;

	case 19:
		FinaleFlat = "SS6F3";
		S_Sound (CHAN_VOICE, "svox/ss603a", 1, ATTN_NORM);
		FinalePart = -1;
		FinaleEndCount = 9 * TICRATE;
		break;
	}
}

//
// F_Drawer
//
void F_Drawer (void)
{
	const char *picname = NULL;

	switch (FinaleStage)
	{
	case 0: // Intermission or end-of-episode text
		// erase the entire screen to a tiled background (or picture)
		if (!FinaleHasPic)
		{
			int picnum = TexMan.CheckForTexture (FinaleFlat, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
			if (picnum >= 0)
			{
				screen->FlatFill (0,0, SCREENWIDTH, SCREENHEIGHT, TexMan(picnum));
			}
			else
			{
				screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0);
			}
		}
		else
		{
			picname = FinaleFlat;
		}
		V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
		break;

	case 1:
	case 2:
	case 4:
		switch (EndSequences[FinaleSequence].EndType)
		{
		default:
		case END_Pic1:
			picname = gameinfo.finalePage1;
			screen->DrawTexture (TexMan[picname], 0, 0,
				DTA_DestWidth, screen->GetWidth(),
				DTA_DestHeight, screen->GetHeight(), TAG_DONE);
			break;
		case END_Pic2:
			picname = gameinfo.finalePage2;
			screen->DrawTexture (TexMan[picname], 0, 0,
				DTA_DestWidth, screen->GetWidth(),
				DTA_DestHeight, screen->GetHeight(), TAG_DONE);
			break;
		case END_Pic3:
			picname = gameinfo.finalePage3;
			screen->DrawTexture (TexMan[picname], 0, 0,
				DTA_DestWidth, screen->GetWidth(),
				DTA_DestHeight, screen->GetHeight(), TAG_DONE);
			break;
		case END_Pic:
			picname = EndSequences[FinaleSequence].PicName;
			TexMan.AddPatch (picname);		// make sure it exists!
			break;
		case END_Bunny:
		case END_BuyStrife:
			F_BunnyScroll ();
			break;
		case END_Underwater:
			F_DrawUnderwater ();
			break;
		case END_Demon:
			F_DemonScroll ();
			break;
		}
		break;

	case 3:
		F_CastDrawer ();
		break;

	case 5:
		picname = FinaleFlat;
		break;

	case 6:
		picname = "CREDIT";
		break;

	case 10:
	case 11:
		picname = "FINALE1";
		break;

	case 12:
	case 13:
		picname = "FINALE2";
		break;

	case 14:
	case 15:
		picname = "FINALE3";
		break;
	}
	if (picname != NULL)
	{
		FTexture *pic = TexMan[picname];
		screen->DrawTexture (pic, 0, 0,
			DTA_VirtualWidth, pic->GetWidth(),
			DTA_VirtualHeight, pic->GetHeight(),
			TAG_DONE);
		screen->FillBorder (NULL);
		if (FinaleStage >= 14)
		{ // Chess pic, draw the correct character graphic
			if (multiplayer)
			{
				screen->DrawTexture (TexMan["CHESSALL"], 20, 0,
					DTA_VirtualWidth, pic->GetWidth(),
					DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
			}
			else if (players[consoleplayer].CurrentPlayerClass > 0)
			{
				picname = players[consoleplayer].CurrentPlayerClass == 1 ? "CHESSC" : "CHESSM";
				screen->DrawTexture (TexMan[picname], 60, 0,
					DTA_VirtualWidth, pic->GetWidth(),
					DTA_VirtualHeight, pic->GetHeight(), TAG_DONE);
			}
		}
	}
	switch (FinaleStage)
	{
	case 0:
	case 11:
	case 12:
	case 15:
		F_TextWrite ();
		break;
	}
}

//==========================================================================
//
// GetFinaleText
//
//==========================================================================

static void GetFinaleText (const char *msgLumpName)
{
	int msgLump;

	msgLump = Wads.CheckNumForName(msgLumpName);
	if (msgLump != -1)
	{
		char *textbuf;
		FinaleTextLen = Wads.LumpLength(msgLump);
		textbuf = (char *)alloca (FinaleTextLen + 1);
		Wads.ReadLump (msgLump, textbuf);
		textbuf[FinaleTextLen] = '\0';
		FinaleText = textbuf;
	}
	else
	{
		FinaleText = "Unknown message ";
		FinaleText += msgLumpName;
		FinaleTextLen = FinaleText.Len();
	}
}
