/* ** screenjob.cpp ** ** Generic asynchronous screen display ** **--------------------------------------------------------------------------- ** Copyright 2020 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "types.h" #include "build.h" #include "screenjob_.h" #include "i_time.h" #include "v_2ddrawer.h" #include "animlib.h" #include "v_draw.h" #include "s_soundinternal.h" #include "animtexture.h" #include "gamestate.h" #include "razemenu.h" #include "raze_sound.h" #include "gamecontrol.h" #include "raze_music.h" #include "vm.h" #include "mapinfo.h" static PType* maprecordtype; static PType* summaryinfotype; static int ticks; static SummaryInfo summaryinfo; //============================================================================= // // // //============================================================================= void Local_Job_Init() { maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true)); summaryinfotype = NewPointer(NewStruct("SummaryInfo", nullptr, true)); } //============================================================================= // // // //============================================================================= static void CallCreateMapFunction(const char* qname, DObject* runner, MapRecord* map) { auto func = LookupFunction(qname); if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here. if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname); if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype) I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and MapRecord reference.", qname); VMValue val[2] = { runner, map }; VMCall(func, val, 2, nullptr, 0); } //============================================================================= // // // //============================================================================= void CallCreateSummaryFunction(const char* qname, DObject* runner, MapRecord* map, SummaryInfo* info, MapRecord* map2) { if (qname == nullptr || *qname == 0) return; // no level summary defined. auto func = LookupFunction(qname); auto s = func->Proto->ArgumentTypes.Size(); auto at = func->Proto->ArgumentTypes.Data(); if (s != 3 && s != 4) I_Error("Bad map-cutscene function %s. Must receive precisely three or four arguments.", qname); if (at[0] != runnerclasstype && at[1] != maprecordtype && at[2] != summaryinfotype && (s == 3 || at[3] == maprecordtype)) I_Error("Bad cutscene function %s. Must receive ScreenJobRunner, MapRecord and SummaryInfo reference,", qname); if (info) summaryinfo = *info; // must be copied to a persistent location. else summaryinfo = {}; VMValue val[] = { runner, map, &summaryinfo, map2 }; VMCall(func, val, s, nullptr, 0); } //============================================================================= // // // //============================================================================= bool CreateCutscene(CutsceneDef* cs, DObject* runner, MapRecord* map, bool transition) { if (!transition && cs->transitiononly) return false; if (cs->function.CompareNoCase("none") == 0) return true; // play nothing but return as being validated if (cs->function.IsNotEmpty()) { CallCreateMapFunction(cs->function, runner, map); return true; } else if (cs->video.IsNotEmpty()) { AddGenericVideo(runner, cs->video, cs->GetSound(), cs->framespersec); return true; } return false; } //============================================================================= // // // //============================================================================= void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic) { Mus_Stop(); FX_StopAllSounds(); // JBF 20031228 if (userConfig.nologo) { gameaction = def_ga; } else { if (!StartCutscene(globalCutscenes.Intro, SJ_BLOCKUI, [=](bool) { gameaction = complete_ga; })) gameaction = def_ga; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ShowScoreboard(int numplayers, const CompletionFunc& completion_) { completion = completion_; runner = CreateRunner(); GC::WriteBarrier(runner); const char* qname = globalCutscenes.MPSummaryScreen; auto func = LookupFunction(qname); if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname); if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != TypeSInt32) I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference and integer.", qname); VMValue val[2] = { runner, numplayers }; VMCall(func, val, 2, nullptr, 0); if (!ScreenJobValidate()) { runner->Destroy(); runner = nullptr; if (completion) completion(false); completion = nullptr; return; } gameaction = ga_intermission; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_) { if (fromMap == toMap) { // don't show intermission when restarting the same level. completion_(false); return; } bool bossexit = g_bossexit; g_bossexit = false; completion = completion_; runner = CreateRunner(); GC::WriteBarrier(runner); // retrieve cluster relations for cluster-based cutscenes. ClusterDef* fromcluster = nullptr, *tocluster = nullptr; if (fromMap) fromcluster = FindCluster(fromMap->cluster); if (toMap) tocluster = FindCluster(toMap->cluster); if (fromcluster == tocluster) fromcluster = tocluster = nullptr; try { if (fromMap && (!(fromMap->gameflags & LEVEL_BOSSONLYCUTSCENE) || bossexit)) { if (!CreateCutscene(&fromMap->outro, runner, fromMap, !!toMap)) { if (fromcluster == nullptr || !CreateCutscene(&fromcluster->outro, runner, fromMap, !!toMap)) CreateCutscene(&globalCutscenes.DefaultMapOutro, runner, fromMap, !!toMap); } } if (fromMap || (g_gameType & GAMEFLAG_PSEXHUMED)) CallCreateSummaryFunction(globalCutscenes.SummaryScreen, runner, fromMap, info, toMap); if (toMap) { if (!CreateCutscene(&toMap->intro, runner, toMap, !!fromMap)) { if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap)) CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap); } // Skip the load screen if the level is started from the console or loading screens are disabled. // In this case the load screen is not helpful as it blocks the actual level start, // requiring closing and reopening the console first before entering any commands that need the level. if ((ConsoleState == c_up || ConsoleState == c_rising) && cl_loadingscreens) CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true); } else if (isShareware()) { globalCutscenes.SharewareEnd.Create(runner); } if (!ScreenJobValidate()) { runner->Destroy(); runner = nullptr; if (completion) completion(false); completion = nullptr; return; } gameaction = ga_intermission; } catch (...) { if (runner) runner->Destroy(); runner = nullptr; throw; } }