gzdoom/src/intermission/intermission.cpp

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/*
** intermission.cpp
** Framework for intermissions (text screens, slideshows, etc)
**
**---------------------------------------------------------------------------
** Copyright 2010 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 "doomtype.h"
#include "doomstat.h"
#include "d_event.h"
#include "w_wad.h"
#include "gi.h"
#include "v_video.h"
#include "v_palette.h"
#include "d_main.h"
#include "gstrings.h"
#include "intermission/intermission.h"
#include "actor.h"
#include "d_player.h"
#include "r_state.h"
#include "r_data/r_translate.h"
#include "c_bind.h"
#include "g_level.h"
#include "p_conversation.h"
#include "menu/menu.h"
#include "d_net.h"
FIntermissionDescriptorList IntermissionDescriptors;
IMPLEMENT_CLASS(DIntermissionScreen)
IMPLEMENT_CLASS(DIntermissionScreenFader)
IMPLEMENT_CLASS(DIntermissionScreenText)
IMPLEMENT_CLASS(DIntermissionScreenCast)
IMPLEMENT_CLASS(DIntermissionScreenScroller)
IMPLEMENT_POINTY_CLASS(DIntermissionController)
DECLARE_POINTER(mScreen)
END_POINTERS
extern int NoWipe;
//==========================================================================
//
//
//
//==========================================================================
void DIntermissionScreen::Init(FIntermissionAction *desc, bool first)
{
int lumpnum;
if (desc->mCdTrack == 0 || !S_ChangeCDMusic (desc->mCdTrack, desc->mCdId))
{
if (desc->mMusic.IsEmpty())
{
// only start the default music if this is the first action in an intermission
if (first) S_ChangeMusic (gameinfo.finaleMusic, gameinfo.finaleOrder, desc->mMusicLooping);
}
else
{
S_ChangeMusic (desc->mMusic, desc->mMusicOrder, desc->mMusicLooping);
}
}
mDuration = desc->mDuration;
const char *texname = desc->mBackground;
if (*texname == '@')
{
char *pp;
unsigned int v = strtoul(texname+1, &pp, 10) - 1;
if (*pp == 0 && v < gameinfo.finalePages.Size())
{
texname = gameinfo.finalePages[v].GetChars();
}
else if (gameinfo.finalePages.Size() > 0)
{
texname = gameinfo.finalePages[0].GetChars();
}
else
{
texname = gameinfo.titlePage;
}
}
else if (*texname == '$')
{
texname = GStrings[texname+1];
}
if (texname[0] != 0)
{
mBackground = TexMan.CheckForTexture(texname, FTexture::TEX_MiscPatch);
mFlatfill = desc->mFlatfill;
}
S_Sound (CHAN_VOICE | CHAN_UI, desc->mSound, 1.0f, ATTN_NONE);
if (desc->mPalette.IsNotEmpty() && (lumpnum = Wads.CheckNumForFullName(desc->mPalette, true)) > 0)
{
PalEntry *palette;
const BYTE *orgpal;
FMemLump lump;
int i;
lump = Wads.ReadLump (lumpnum);
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 ();
mPaletteChanged = true;
NoWipe = 1;
M_EnableMenu(false);
}
mOverlays.Resize(desc->mOverlays.Size());
for (unsigned i=0; i < mOverlays.Size(); i++)
{
mOverlays[i].x = desc->mOverlays[i].x;
mOverlays[i].y = desc->mOverlays[i].y;
mOverlays[i].mCondition = desc->mOverlays[i].mCondition;
mOverlays[i].mPic = TexMan.CheckForTexture(desc->mOverlays[i].mName, FTexture::TEX_MiscPatch);
}
mTicker = 0;
}
int DIntermissionScreen::Responder (event_t *ev)
{
if (ev->type == EV_KeyDown)
{
return -1;
}
return 0;
}
int DIntermissionScreen::Ticker ()
{
if (++mTicker >= mDuration && mDuration > 0) return -1;
return 0;
}
bool DIntermissionScreen::CheckOverlay(int i)
{
if (mOverlays[i].mCondition == NAME_Multiplayer && !multiplayer) return false;
else if (mOverlays[i].mCondition != NAME_None)
{
if (multiplayer || players[0].mo == NULL) return false;
const PClass *cls = PClass::FindClass(mOverlays[i].mCondition);
if (cls == NULL) return false;
if (!players[0].mo->IsKindOf(cls)) return false;
}
return true;
}
void DIntermissionScreen::Drawer ()
{
if (mBackground.isValid())
{
if (!mFlatfill)
{
screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
{
screen->FlatFill (0,0, SCREENWIDTH, SCREENHEIGHT, TexMan[mBackground]);
}
}
else
{
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
}
for (unsigned i=0; i < mOverlays.Size(); i++)
{
if (CheckOverlay(i))
screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, TAG_DONE);
}
if (!mFlatfill) screen->FillBorder (NULL);
}
void DIntermissionScreen::Destroy()
{
if (mPaletteChanged)
{
PalEntry *palette;
int i;
palette = screen->GetPalette ();
for (i = 0; i < 256; ++i)
{
palette[i] = GPalette.BaseColors[i];
}
screen->UpdatePalette ();
NoWipe = 5;
mPaletteChanged = false;
M_EnableMenu(true);
}
S_StopSound(CHAN_VOICE);
Super::Destroy();
}
//==========================================================================
//
//
//
//==========================================================================
void DIntermissionScreenFader::Init(FIntermissionAction *desc, bool first)
{
Super::Init(desc, first);
mType = static_cast<FIntermissionActionFader*>(desc)->mFadeType;
}
//===========================================================================
//
// FadePic
//
//===========================================================================
int DIntermissionScreenFader::Responder (event_t *ev)
{
if (ev->type == EV_KeyDown)
{
V_SetBlend(0,0,0,0);
return -1;
}
return Super::Responder(ev);
}
int DIntermissionScreenFader::Ticker ()
{
if (mFlatfill || !mBackground.isValid()) return -1;
return Super::Ticker();
}
void DIntermissionScreenFader::Drawer ()
{
if (!mFlatfill && mBackground.isValid())
{
double factor = clamp(double(mTicker) / mDuration, 0., 1.);
if (mType == FADE_In) factor = 1.0 - factor;
int color = MAKEARGB(xs_RoundToInt(factor*255), 0,0,0);
if (screen->Begin2D(false))
{
screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
for (unsigned i=0; i < mOverlays.Size(); i++)
{
if (CheckOverlay(i))
screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
}
screen->FillBorder (NULL);
}
else
{
V_SetBlend (0,0,0,int(256*factor));
Super::Drawer();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void DIntermissionScreenText::Init(FIntermissionAction *desc, bool first)
{
Super::Init(desc, first);
mText = static_cast<FIntermissionActionTextscreen*>(desc)->mText;
if (mText[0] == '$') mText = GStrings(&mText[1]);
mTextSpeed = static_cast<FIntermissionActionTextscreen*>(desc)->mTextSpeed;
mTextX = static_cast<FIntermissionActionTextscreen*>(desc)->mTextX;
if (mTextX < 0) mTextX =gameinfo.TextScreenX;
mTextY = static_cast<FIntermissionActionTextscreen*>(desc)->mTextY;
if (mTextY < 0) mTextY =gameinfo.TextScreenY;
mTextLen = (int)strlen(mText);
mTextDelay = static_cast<FIntermissionActionTextscreen*>(desc)->mTextDelay;
mTextColor = static_cast<FIntermissionActionTextscreen*>(desc)->mTextColor;
// For text screens, the duration only counts when the text is complete.
if (mDuration > 0) mDuration += mTextDelay + mTextSpeed * mTextLen;
}
int DIntermissionScreenText::Responder (event_t *ev)
{
if (ev->type == EV_KeyDown)
{
if (mTicker < mTextDelay + (mTextLen * mTextSpeed))
{
mTicker = mTextDelay + (mTextLen * mTextSpeed);
return 1;
}
}
return Super::Responder(ev);
}
void DIntermissionScreenText::Drawer ()
{
Super::Drawer();
if (mTicker >= mTextDelay)
{
FTexture *pic;
int w;
size_t count;
int c;
const FRemapTable *range;
const char *ch = mText;
// Count number of rows in this text. Since it does not word-wrap, we just count
// line feed characters.
int numrows;
for (numrows = 1, c = 0; ch[c] != '\0'; ++c)
{
numrows += (ch[c] == '\n');
}
int rowheight = SmallFont->GetHeight() * CleanYfac;
int rowpadding = (gameinfo.gametype & (GAME_DoomStrifeChex) ? 3 : -1) * CleanYfac;
int cx = (mTextX - 160)*CleanXfac + screen->GetWidth() / 2;
int cy = (mTextY - 100)*CleanYfac + screen->GetHeight() / 2;
int startx = cx;
// Does this text fall off the end of the screen? If so, try to eliminate some margins first.
while (rowpadding > 0 && cy + numrows * (rowheight + rowpadding) - rowpadding > screen->GetHeight())
{
rowpadding--;
}
// If it's still off the bottom, try to center it vertically.
if (cy + numrows * (rowheight + rowpadding) - rowpadding > screen->GetHeight())
{
cy = (screen->GetHeight() - (numrows * (rowheight + rowpadding) - rowpadding)) / 2;
// If it's off the top now, you're screwed. It's too tall to fit.
if (cy < 0)
{
cy = 0;
}
}
rowheight += rowpadding;
// draw some of the text onto the screen
count = (mTicker - mTextDelay) / mTextSpeed;
range = SmallFont->GetColorTranslation (mTextColor);
for ( ; count > 0 ; count-- )
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = startx;
cy += rowheight;
continue;
}
pic = SmallFont->GetChar (c, &w);
w *= CleanXfac;
if (cx + w > SCREENWIDTH)
continue;
if (pic != NULL)
{
screen->DrawTexture (pic,
cx,
cy,
DTA_Translation, range,
DTA_CleanNoMove, true,
TAG_DONE);
}
cx += w;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
{
Super::Init(desc, first);
mName = static_cast<FIntermissionActionCast*>(desc)->mName;
mClass = PClass::FindActor(static_cast<FIntermissionActionCast*>(desc)->mCastClass);
if (mClass != NULL) mDefaults = GetDefaultByType(mClass);
else
{
mDefaults = NULL;
caststate = NULL;
return;
}
mCastSounds.Resize(static_cast<FIntermissionActionCast*>(desc)->mCastSounds.Size());
for (unsigned i=0; i < mCastSounds.Size(); i++)
{
mCastSounds[i].mSequence = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSequence;
mCastSounds[i].mIndex = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mIndex;
mCastSounds[i].mSound = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound;
}
caststate = mDefaults->SeeState;
if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
{
advplayerstate = mDefaults->MissileState;
casttranslation = translationtables[TRANSLATION_Players][consoleplayer];
}
else
{
advplayerstate = NULL;
casttranslation = NULL;
if (mDefaults->Translation != 0)
{
casttranslation = translationtables[GetTranslationType(mDefaults->Translation)]
[GetTranslationIndex(mDefaults->Translation)];
}
}
castdeath = false;
castframes = 0;
castonmelee = 0;
castattacking = false;
if (mDefaults->SeeSound)
{
S_Sound (CHAN_VOICE | CHAN_UI, mDefaults->SeeSound, 1, ATTN_NONE);
}
}
int DIntermissionScreenCast::Responder (event_t *ev)
{
if (ev->type != EV_KeyDown) return 0;
if (castdeath)
return 1; // already in dying frames
castdeath = true;
if (mClass != NULL)
{
FName label[] = {NAME_Death, NAME_Cast};
caststate = mClass->FindState(2, label);
if (caststate == NULL) return -1;
casttics = caststate->GetTics();
castframes = 0;
castattacking = false;
if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
{
int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
if (snd != 0) S_Sound (CHAN_VOICE | CHAN_UI, snd, 1, ATTN_NONE);
}
else if (mDefaults->DeathSound)
{
S_Sound (CHAN_VOICE | CHAN_UI, mDefaults->DeathSound, 1, ATTN_NONE);
}
}
return true;
}
void DIntermissionScreenCast::PlayAttackSound()
{
// sound hacks....
if (caststate != NULL && castattacking)
{
for (unsigned i = 0; i < mCastSounds.Size(); i++)
{
if ((!!mCastSounds[i].mSequence) == (basestate != mDefaults->MissileState) &&
(caststate == basestate + mCastSounds[i].mIndex))
{
S_StopAllChannels ();
S_Sound (CHAN_WEAPON | CHAN_UI, mCastSounds[i].mSound, 1, ATTN_NONE);
return;
}
}
}
}
int DIntermissionScreenCast::Ticker ()
{
Super::Ticker();
if (--casttics > 0 && caststate != NULL)
return 0; // not time to change state yet
if (caststate == NULL || caststate->GetTics() == -1 || caststate->GetNextState() == NULL ||
(caststate->GetNextState() == caststate && castdeath))
{
return -1;
}
else
{
// just advance to next state in animation
if (caststate == advplayerstate)
goto stopattack; // Oh, gross hack!
caststate = caststate->GetNextState();
PlayAttackSound();
castframes++;
}
if (castframes == 12 && !castdeath)
{
// go into attack frame
castattacking = true;
if (!mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
{
if (castonmelee)
basestate = caststate = mDefaults->MeleeState;
else
basestate = caststate = mDefaults->MissileState;
castonmelee ^= 1;
if (caststate == NULL)
{
if (castonmelee)
basestate = caststate = mDefaults->MeleeState;
else
basestate = caststate = mDefaults->MissileState;
}
}
else
{
// The players use the melee state differently so it can't be used here
basestate = caststate = mDefaults->MissileState;
}
PlayAttackSound();
}
if (castattacking)
{
if (castframes == 24 || caststate == mDefaults->SeeState )
{
stopattack:
castattacking = false;
castframes = 0;
caststate = mDefaults->SeeState;
}
}
casttics = caststate->GetTics();
if (casttics == -1)
casttics = 15;
return 0;
}
void DIntermissionScreenCast::Drawer ()
{
spriteframe_t* sprframe;
FTexture* pic;
Super::Drawer();
const char *name = mName;
if (name != NULL)
{
if (*name == '$') name = GStrings(name+1);
screen->DrawText (SmallFont, CR_UNTRANSLATED,
(SCREENWIDTH - SmallFont->StringWidth (name) * CleanXfac)/2,
(SCREENHEIGHT * 180) / 200,
name,
DTA_CleanNoMove, true, TAG_DONE);
}
// draw the current frame in the middle of the screen
if (caststate != NULL)
{
int castsprite = caststate->sprite;
if (!(mDefaults->flags4 & MF4_NOSKIN) &&
mDefaults->SpawnState != NULL && caststate->sprite == mDefaults->SpawnState->sprite &&
mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)) &&
skins != NULL)
{
// Only use the skin sprite if this class has not been removed from the
// PlayerClasses list.
for (unsigned i = 0; i < PlayerClasses.Size(); ++i)
{
if (PlayerClasses[i].Type == mClass)
{
castsprite = skins[players[consoleplayer].userinfo.GetSkin()].sprite;
}
}
}
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
void DIntermissionScreenScroller::Init(FIntermissionAction *desc, bool first)
{
Super::Init(desc, first);
mFirstPic = mBackground;
mSecondPic = TexMan.CheckForTexture(static_cast<FIntermissionActionScroller*>(desc)->mSecondPic, FTexture::TEX_MiscPatch);
mScrollDelay = static_cast<FIntermissionActionScroller*>(desc)->mScrollDelay;
mScrollTime = static_cast<FIntermissionActionScroller*>(desc)->mScrollTime;
mScrollDir = static_cast<FIntermissionActionScroller*>(desc)->mScrollDir;
}
int DIntermissionScreenScroller::Responder (event_t *ev)
{
int res = Super::Responder(ev);
if (res == -1)
{
mBackground = mSecondPic;
mTicker = mScrollDelay + mScrollTime;
}
return res;
}
void DIntermissionScreenScroller::Drawer ()
{
FTexture *tex = TexMan[mFirstPic];
FTexture *tex2 = TexMan[mSecondPic];
if (mTicker >= mScrollDelay && mTicker < mScrollDelay + mScrollTime && tex != NULL && tex2 != NULL)
{
int fwidth = tex->GetScaledWidth();
int fheight = tex->GetScaledHeight();
double xpos1 = 0, ypos1 = 0, xpos2 = 0, ypos2 = 0;
switch (mScrollDir)
{
case SCROLL_Up:
ypos1 = double(mTicker - mScrollDelay) * fheight / mScrollTime;
ypos2 = ypos1 - fheight;
break;
case SCROLL_Down:
ypos1 = -double(mTicker - mScrollDelay) * fheight / mScrollTime;
ypos2 = ypos1 + fheight;
break;
case SCROLL_Left:
default:
xpos1 = double(mTicker - mScrollDelay) * fwidth / mScrollTime;
xpos2 = xpos1 - fwidth;
break;
case SCROLL_Right:
xpos1 = -double(mTicker - mScrollDelay) * fwidth / mScrollTime;
xpos2 = xpos1 + fwidth;
break;
}
screen->DrawTexture (tex, xpos1, ypos1,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
screen->DrawTexture (tex2, xpos2, ypos2,
DTA_VirtualWidth, fwidth,
DTA_VirtualHeight, fheight,
DTA_Masked, false,
TAG_DONE);
screen->FillBorder (NULL);
mBackground = mSecondPic;
}
else
{
Super::Drawer();
}
}
//==========================================================================
//
//
//
//==========================================================================
DIntermissionController *DIntermissionController::CurrentIntermission;
DIntermissionController::DIntermissionController(FIntermissionDescriptor *Desc, bool DeleteDesc, BYTE state)
{
mDesc = Desc;
mDeleteDesc = DeleteDesc;
mIndex = 0;
mAdvance = false;
mSentAdvance = false;
mScreen = NULL;
mFirst = true;
mGameState = state;
NextPage();
}
bool DIntermissionController::NextPage ()
{
FTextureID bg;
bool fill = false;
if (mIndex == (int)mDesc->mActions.Size() && mDesc->mLink == NAME_None)
{
// last page
return false;
}
if (mScreen != NULL)
{
bg = mScreen->GetBackground(&fill);
mScreen->Destroy();
}
again:
while ((unsigned)mIndex < mDesc->mActions.Size())
{
FIntermissionAction *action = mDesc->mActions[mIndex++];
if (action->mClass == WIPER_ID)
{
wipegamestate = static_cast<FIntermissionActionWiper*>(action)->mWipeType;
}
else if (action->mClass == TITLE_ID)
{
Destroy();
D_StartTitle ();
return false;
}
else
{
// create page here
mScreen = (DIntermissionScreen*)action->mClass->CreateNew();
mScreen->SetBackground(bg, fill); // copy last screen's background before initializing
mScreen->Init(action, mFirst);
mFirst = false;
return true;
}
}
if (mDesc->mLink != NAME_None)
{
FIntermissionDescriptor **pDesc = IntermissionDescriptors.CheckKey(mDesc->mLink);
if (pDesc != NULL)
{
if (mDeleteDesc) delete mDesc;
mDeleteDesc = false;
mIndex = 0;
mDesc = *pDesc;
goto again;
}
}
return false;
}
bool DIntermissionController::Responder (event_t *ev)
{
if (mScreen != NULL)
{
if (!mScreen->mPaletteChanged && ev->type == EV_KeyDown)
{
const char *cmd = Bindings.GetBind (ev->data1);
if (cmd != NULL &&
(!stricmp(cmd, "toggleconsole") ||
!stricmp(cmd, "screenshot")))
{
return false;
}
}
if (mScreen->mTicker < 2) return false; // prevent some leftover events from auto-advancing
int res = mScreen->Responder(ev);
if (res == -1 && !mSentAdvance)
{
Net_WriteByte(DEM_ADVANCEINTER);
mSentAdvance = true;
}
return !!res;
}
return false;
}
void DIntermissionController::Ticker ()
{
if (mAdvance)
{
mSentAdvance = false;
}
if (mScreen != NULL)
{
mAdvance |= (mScreen->Ticker() == -1);
}
if (mAdvance)
{
mAdvance = false;
if (!NextPage())
{
switch (mGameState)
{
case FSTATE_InLevel:
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;
Destroy();
break;
case FSTATE_ChangingLevel:
gameaction = ga_worlddone;
Destroy();
break;
default:
break;
}
}
}
}
void DIntermissionController::Drawer ()
{
if (mScreen != NULL)
{
mScreen->Drawer();
}
}
void DIntermissionController::Destroy ()
{
Super::Destroy();
if (mScreen != NULL) mScreen->Destroy();
if (mDeleteDesc) delete mDesc;
mDesc = NULL;
if (CurrentIntermission == this) CurrentIntermission = NULL;
}
//==========================================================================
//
// starts a new intermission
//
//==========================================================================
void F_StartIntermission(FIntermissionDescriptor *desc, bool deleteme, BYTE state)
{
if (DIntermissionController::CurrentIntermission != NULL)
{
DIntermissionController::CurrentIntermission->Destroy();
}
V_SetBlend (0,0,0,0);
S_StopAllChannels ();
gameaction = ga_nothing;
gamestate = GS_FINALE;
if (state == FSTATE_InLevel) wipegamestate = GS_FINALE; // don't wipe when within a level.
viewactive = false;
automapactive = false;
DIntermissionController::CurrentIntermission = new DIntermissionController(desc, deleteme, state);
GC::WriteBarrier(DIntermissionController::CurrentIntermission);
}
//==========================================================================
//
// starts a new intermission
//
//==========================================================================
void F_StartIntermission(FName seq, BYTE state)
{
FIntermissionDescriptor **pdesc = IntermissionDescriptors.CheckKey(seq);
if (pdesc != NULL)
{
F_StartIntermission(*pdesc, false, state);
}
}
//==========================================================================
//
// Called by main loop.
//
//==========================================================================
bool F_Responder (event_t* ev)
{
if (DIntermissionController::CurrentIntermission != NULL)
{
return DIntermissionController::CurrentIntermission->Responder(ev);
}
return false;
}
//==========================================================================
//
// Called by main loop.
//
//==========================================================================
void F_Ticker ()
{
if (DIntermissionController::CurrentIntermission != NULL)
{
DIntermissionController::CurrentIntermission->Ticker();
}
}
//==========================================================================
//
// Called by main loop.
//
//==========================================================================
void F_Drawer ()
{
if (DIntermissionController::CurrentIntermission != NULL)
{
DIntermissionController::CurrentIntermission->Drawer();
}
}
//==========================================================================
//
// Called by main loop.
//
//==========================================================================
void F_EndFinale ()
{
if (DIntermissionController::CurrentIntermission != NULL)
{
DIntermissionController::CurrentIntermission->Destroy();
DIntermissionController::CurrentIntermission = NULL;
}
}
//==========================================================================
//
// Called by net loop.
//
//==========================================================================
void F_AdvanceIntermission()
{
if (DIntermissionController::CurrentIntermission != NULL)
{
DIntermissionController::CurrentIntermission->mAdvance = true;
}
}