- split the intermission background handling into its own class.

This means that 1/3 of wi_stuff can be left as-is when scriptifying the rest.
This commit is contained in:
Christoph Oelckers 2017-02-25 17:55:20 +01:00
parent b2a1e03d7e
commit 89a43feb7a

View file

@ -59,6 +59,14 @@ CVAR(Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
CVAR(Bool, wi_noautostartmap, false, CVAR_USERINFO | CVAR_ARCHIVE)
CVAR(Int, wi_autoadvance, 0, CVAR_SERVERINFO)
// States for the intermission
enum EState
{
NoState = -1,
StatCount,
ShowNextLoc,
LeavingIntermission
};
static const char *WI_Cmd[] = {
"Background",
@ -83,67 +91,8 @@ static const char *WI_Cmd[] = {
NULL
};
struct FPatchInfo
struct FInterBackground
{
FFont *mFont;
FTexture *mPatch;
EColorRange mColor;
void Init(FGIFont &gifont)
{
if (gifont.color == NAME_Null)
{
mPatch = TexMan[gifont.fontname]; // "entering"
mColor = mPatch == NULL ? CR_UNTRANSLATED : CR_UNDEFINED;
mFont = NULL;
}
else
{
mFont = V_GetFont(gifont.fontname);
mColor = V_FindFontColor(gifont.color);
mPatch = NULL;
}
if (mFont == NULL)
{
mFont = BigFont;
}
}
};
class FIntermissionScreen
{
public:
// States for the intermission
enum EState
{
NoState = -1,
StatCount,
ShowNextLoc,
LeavingIntermission
};
enum EValues
{
// GLOBAL LOCATIONS
WI_TITLEY = 2,
// SINGPLE-PLAYER STUFF
SP_STATSX = 50,
SP_STATSY = 50,
SP_TIMEX = 8,
SP_TIMEY = (200 - 32),
// NET GAME STUFF
NG_STATSY = 50,
};
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
@ -167,18 +116,6 @@ public:
};
// States for single-player
enum ESPState
{
SP_KILLS = 0,
SP_ITEMS = 2,
SP_SECRET = 4,
SP_FRAGS = 6,
SP_TIME = 8,
};
static const int SHOWNEXTLOCDELAY = 4; // in seconds
struct yahpt_t
{
int x, y;
@ -188,16 +125,9 @@ public:
{
int x; // x/y coordinate pair structure
int y;
char level[9];
FString Level;
};
//
// Animation.
// There is another anim_t used in p_spec.
// (which is why I have renamed this one!)
//
struct in_anim_t
{
int type; // Made an int so I can use '|'
@ -223,71 +153,21 @@ public:
}
};
private:
TArray<lnode_t> lnodes;
TArray<in_anim_t> anims;
int acceleratestage; // used to accelerate or skip a stage
bool playerready[MAXPLAYERS];
int me; // wbs->pnum
EState state; // specifies current state
wbstartstruct_t *wbs; // contains information passed into intermission
wbplayerstruct_t* Plrs[MAXPLAYERS]; // wbs->plyr[]
int cnt; // used for general timing
int bcnt; // used for timing of background animation
int cnt_kills[MAXPLAYERS];
int cnt_items[MAXPLAYERS];
int cnt_secret[MAXPLAYERS];
int cnt_frags[MAXPLAYERS];
int cnt_deaths[MAXPLAYERS];
int cnt_time;
int cnt_total_time;
int cnt_par;
int cnt_pause;
int total_frags;
int total_deaths;
bool noautostartmap;
int dofrags;
int ng_state;
//
// GRAPHICS
//
FPatchInfo mapname;
FPatchInfo finished;
FPatchInfo entering;
int bcnt = 0; // used for timing of background animation
TArray<FTexture *> yah; // You Are Here graphic
FTexture* splat; // splat
FTexture* sp_secret; // "secret"
FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
FTexture* secret;
FTexture* items;
FTexture* frags;
FTexture* timepic; // Time sucks.
FTexture* par;
FTexture* sucks;
FTexture* killers; // "killers", "victims"
FTexture* victims;
FTexture* total; // "Total", your face, your dead face
FTexture* p; // Player graphic
FTexture* lnames[2]; // Name graphics of each level (centered)
// [RH] Info to dynamically generate the level name graphics
FString lnametexts[2];
FTexture *background;
bool snl_pointeron = false;
int player_deaths[MAXPLAYERS];
int sp_state;
//
// CODE
//
FTexture* splat = nullptr; // splat
FTexture *background = nullptr;
wbstartstruct_t *wbs;
public:
FInterBackground(wbstartstruct_t *wbst)
{
wbs = wbst;
};
//====================================================================
//
// Loads the background - either from a single texture
@ -297,20 +177,21 @@ public:
// MAPINFO.
//
//====================================================================
static bool IsExMy(const char * name)
bool IsExMy(const char * name)
{
// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
// Level names can be upper- and lower case so use tolower to check!
return (tolower(name[0]) == 'e' && name[1] >= '1' && name[1] <= '3' && tolower(name[2]) == 'm');
}
void WI_LoadBackground(bool isenterpic)
bool LoadBackground(bool isenterpic)
{
const char *lumpname = NULL;
char buffer[10];
in_anim_t an;
lnode_t pt;
FTextureID texture;
bool noautostartmap = false;
bcnt = 0;
@ -350,16 +231,16 @@ public:
// If going from E1-E3 to E4 the default should be used, not the exit pic.
// Not if the exit pic is user defined!
if (level.info->ExitPic.IsNotEmpty()) return;
if (level.info->ExitPic.IsNotEmpty()) return false;
// E1-E3 need special treatment when playing Doom 1.
if (!(gameinfo.flags & GI_MAPxx))
{
// not if the last level is not from the first 3 episodes
if (!IsExMy(wbs->current)) return;
if (!IsExMy(wbs->current)) return false;
// not if the next level is one of the first 3 episodes
if (IsExMy(wbs->next)) return;
if (IsExMy(wbs->next)) return false;
}
}
lumpname = "INTERPIC";
@ -377,20 +258,20 @@ public:
}
if (!lumpname)
{
if (isenterpic) return;
if (isenterpic) return false;
lumpname = "FLOOR16";
}
break;
case GAME_Hexen:
if (isenterpic) return;
if (isenterpic) return false;
lumpname = "INTERPIC";
break;
case GAME_Strife:
default:
// Strife doesn't have an intermission pic so choose something neutral.
if (isenterpic) return;
if (isenterpic) return false;
lumpname = gameinfo.BorderFlat;
break;
}
@ -399,7 +280,7 @@ public:
{
// shouldn't happen!
background = NULL;
return;
return false;
}
lnodes.Clear();
@ -448,8 +329,7 @@ public:
while (!sc.CheckString("}"))
{
sc.MustGetString();
strncpy(pt.level, sc.String,8);
pt.level[8] = 0;
pt.Level = sc.String;
sc.MustGetNumber();
pt.x = sc.Number;
sc.MustGetNumber();
@ -569,6 +449,7 @@ public:
}
}
background = TexMan[texture];
return noautostartmap;
}
//====================================================================
@ -578,10 +459,11 @@ public:
//
//====================================================================
void WI_updateAnimatedBack()
void updateAnimatedBack()
{
unsigned int i;
bcnt++;
for (i = 0; i<anims.Size(); i++)
{
in_anim_t * a = &anims[i];
@ -613,7 +495,7 @@ public:
//
//====================================================================
void WI_drawBackground()
void drawBackground(int state, bool drawsplat, bool snl_pointeron)
{
unsigned int i;
double animwidth = 320; // For a flat fill or clear background scale animations to 320x200
@ -688,7 +570,211 @@ public:
screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
}
if (drawsplat)
{
for (i = 0; i<lnodes.Size(); i++)
{
level_info_t * li = FindLevelInfo(lnodes[i].Level);
if (li && li->flags & LEVEL_VISITED) drawOnLnode(i, &splat, 1); // draw a splat on taken cities.
}
}
// draw flashing ptr
if (snl_pointeron && yah.Size())
{
unsigned int v = MapToIndex(wbs->next);
// Draw only if it points to a valid level on the current screen!
if (v<lnodes.Size()) drawOnLnode(v, &yah[0], yah.Size());
}
}
private:
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
int MapToIndex(const char *map)
{
unsigned int i;
for (i = 0; i < lnodes.Size(); i++)
{
if (!lnodes[i].Level.CompareNoCase(map))
break;
}
return i;
}
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
void drawOnLnode(int n, FTexture * c[], int numc)
{
int i;
for (i = 0; i<numc; i++)
{
int left;
int top;
int right;
int bottom;
right = c[i]->GetScaledWidth();
bottom = c[i]->GetScaledHeight();
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
top = lnodes[n].y - c[i]->GetScaledTopOffset();
right += left;
bottom += top;
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
{
screen->DrawTexture(c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
break;
}
}
}
};
struct FPatchInfo
{
FFont *mFont;
FTexture *mPatch;
EColorRange mColor;
void Init(FGIFont &gifont)
{
if (gifont.color == NAME_Null)
{
mPatch = TexMan[gifont.fontname]; // "entering"
mColor = mPatch == NULL ? CR_UNTRANSLATED : CR_UNDEFINED;
mFont = NULL;
}
else
{
mFont = V_GetFont(gifont.fontname);
mColor = V_FindFontColor(gifont.color);
mPatch = NULL;
}
if (mFont == NULL)
{
mFont = BigFont;
}
}
};
class FIntermissionScreen
{
public:
enum EValues
{
// GLOBAL LOCATIONS
WI_TITLEY = 2,
// SINGPLE-PLAYER STUFF
SP_STATSX = 50,
SP_STATSY = 50,
SP_TIMEX = 8,
SP_TIMEY = (200 - 32),
// NET GAME STUFF
NG_STATSY = 50,
};
// States for single-player
enum ESPState
{
SP_KILLS = 0,
SP_ITEMS = 2,
SP_SECRET = 4,
SP_FRAGS = 6,
SP_TIME = 8,
};
static const int SHOWNEXTLOCDELAY = 4; // in seconds
//
// Animation.
// There is another anim_t used in p_spec.
// (which is why I have renamed this one!)
//
FInterBackground *bg;
int acceleratestage; // used to accelerate or skip a stage
bool playerready[MAXPLAYERS];
int me; // wbs->pnum
int bcnt;
EState state; // specifies current state
wbstartstruct_t *wbs; // contains information passed into intermission
wbplayerstruct_t* Plrs[MAXPLAYERS]; // wbs->plyr[]
int cnt; // used for general timing
int cnt_kills[MAXPLAYERS];
int cnt_items[MAXPLAYERS];
int cnt_secret[MAXPLAYERS];
int cnt_frags[MAXPLAYERS];
int cnt_deaths[MAXPLAYERS];
int cnt_time;
int cnt_total_time;
int cnt_par;
int cnt_pause;
int total_frags;
int total_deaths;
bool noautostartmap;
int dofrags;
int ng_state;
//
// GRAPHICS
//
FPatchInfo mapname;
FPatchInfo finished;
FPatchInfo entering;
FTexture* sp_secret; // "secret"
FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
FTexture* secret;
FTexture* items;
FTexture* frags;
FTexture* timepic; // Time sucks.
FTexture* par;
FTexture* sucks;
FTexture* killers; // "killers", "victims"
FTexture* victims;
FTexture* total; // "Total", your face, your dead face
FTexture* p; // Player graphic
FTexture* lnames[2]; // Name graphics of each level (centered)
// [RH] Info to dynamically generate the level name graphics
FString lnametexts[2];
bool snl_pointeron = false;
int player_deaths[MAXPLAYERS];
int sp_state;
//
// CODE
//
//====================================================================
@ -870,57 +956,6 @@ public:
}
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
int WI_MapToIndex (const char *map)
{
unsigned int i;
for (i = 0; i < lnodes.Size(); i++)
{
if (!strnicmp (lnodes[i].level, map, 8))
break;
}
return i;
}
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
{
int i;
for(i=0;i<numc;i++)
{
int left;
int top;
int right;
int bottom;
right = c[i]->GetScaledWidth();
bottom = c[i]->GetScaledHeight();
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
top = lnodes[n].y - c[i]->GetScaledTopOffset();
right += left;
bottom += top;
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
{
screen->DrawTexture (c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
break;
}
}
}
//====================================================================
//
// Draws a number.
@ -1133,7 +1168,7 @@ public:
state = ShowNextLoc;
acceleratestage = 0;
cnt = SHOWNEXTLOCDELAY * TICRATE;
WI_LoadBackground(true);
bg->LoadBackground(true);
}
void WI_updateShowNextLoc ()
@ -1146,26 +1181,7 @@ public:
void WI_drawShowNextLoc(void)
{
unsigned int i;
WI_drawBackground();
if (splat)
{
for (i=0 ; i<lnodes.Size() ; i++)
{
level_info_t * li = FindLevelInfo (lnodes[i].level);
if (li && li->flags & LEVEL_VISITED) WI_drawOnLnode(i, &splat,1); // draw a splat on taken cities.
}
}
// draw flashing ptr
if (snl_pointeron && yah.Size())
{
unsigned int v = WI_MapToIndex (wbs->next);
// Draw only if it points to a valid level on the current screen!
if (v<lnodes.Size()) WI_drawOnLnode (v, &yah[0], yah.Size());
}
bg->drawBackground(state, true, snl_pointeron);
// draws which level you are entering..
WI_drawEL ();
@ -1344,7 +1360,7 @@ public:
player_t *sortedplayers[MAXPLAYERS];
// draw animated background
WI_drawBackground();
bg->drawBackground(state, false, false);
y = WI_drawLF();
@ -1648,7 +1664,7 @@ public:
FTexture *readyico = TexMan.FindTexture("READYICO");
// draw animated background
WI_drawBackground();
bg->drawBackground(state, false, false);
y = WI_drawLF();
@ -1898,7 +1914,7 @@ public:
lh = IntermissionFont->GetHeight() * 3 / 2;
// draw animated background
WI_drawBackground();
bg->drawBackground(state, false, false);
WI_drawLF();
@ -2089,12 +2105,15 @@ public:
if (li) lnametexts[1] = li->LookupLevelName();
else lnametexts[1] = "";
WI_LoadBackground(false);
bg = new FInterBackground(wbs);
noautostartmap = bg->LoadBackground(false);
}
void WI_unloadData ()
{
// [RH] The texture data gets unloaded at pre-map time, so there's nothing to do here
if (bg != nullptr) delete bg;
bg = nullptr;
return;
}
@ -2155,7 +2174,7 @@ static FIntermissionScreen WI_Screen;
void WI_Ticker()
{
WI_Screen.WI_updateAnimatedBack();
WI_Screen.bg->updateAnimatedBack();
WI_Screen.WI_Ticker();
}