From 89a43feb7aa5363d75cb397221c53232ab05379a Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 25 Feb 2017 17:55:20 +0100 Subject: [PATCH] - 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. --- src/wi_stuff.cpp | 543 ++++++++++++++++++++++++----------------------- 1 file changed, 281 insertions(+), 262 deletions(-) diff --git a/src/wi_stuff.cpp b/src/wi_stuff.cpp index a7f6b8f17c..525d0c577b 100644 --- a/src/wi_stuff.cpp +++ b/src/wi_stuff.cpp @@ -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 '|' @@ -206,7 +136,7 @@ public: int data; // ALWAYS: n/a, RANDOM: period deviation (<256) TArray frames; // actual graphics for frames of animations - // following must be initialized to zero before use! + // following must be initialized to zero before use! int nexttic; // next value of bcnt (used in conjunction with period) int ctr; // next frame number to animate int state; // used by RANDOM and LEVEL when animating @@ -223,71 +153,21 @@ public: } }; +private: TArray lnodes; TArray 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 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 @@ -297,22 +177,23 @@ 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'); + 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; + bcnt = 0; texture.SetInvalid(); if (isenterpic) @@ -326,10 +207,10 @@ public: } // Try to get a default if nothing specified - if (lumpname == NULL || lumpname[0]==0) + if (lumpname == NULL || lumpname[0] == 0) { lumpname = NULL; - switch(gameinfo.gametype) + switch (gameinfo.gametype) { case GAME_Chex: case GAME_Doom: @@ -342,24 +223,24 @@ public: lumpname = buffer; } } - if (!lumpname) + if (!lumpname) { - if (isenterpic) + if (isenterpic) { // One special case needs to be handled here! // 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"; @@ -375,22 +256,22 @@ public: lumpname = buffer; } } - if (!lumpname) + 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(); @@ -408,21 +289,21 @@ public: splat = NULL; // a name with a starting '$' indicates an intermission script - if (*lumpname!='$') + if (*lumpname != '$') { texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny); } else { - int lumpnum=Wads.CheckNumForFullName(lumpname+1, true); - if (lumpnum>=0) + int lumpnum = Wads.CheckNumForFullName(lumpname + 1, true); + if (lumpnum >= 0) { FScanner sc(lumpnum); while (sc.GetString()) { an.Reset(); int caseval = sc.MustMatchString(WI_Cmd); - switch(caseval) + switch (caseval) { case 0: // Background sc.MustGetString(); @@ -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(); @@ -477,7 +357,7 @@ public: case 8: // IfLeaving an.type = ANIM_IFLEAVING; goto readanimation; - + case 9: // IfNotLeaving an.type = ANIM_IFNOTLEAVING; goto readanimation; @@ -502,7 +382,7 @@ public: sc.MustGetString(); an.LevelName = sc.String; sc.MustGetString(); - caseval=sc.MustMatchString(WI_Cmd); + caseval = sc.MustMatchString(WI_Cmd); default: switch (caseval) @@ -562,13 +442,14 @@ public: } } } - else + else { - Printf("Intermission script %s not found!\n", lumpname+1); + Printf("Intermission script %s not found!\n", lumpname + 1); texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch); } } - background=TexMan[texture]; + background = TexMan[texture]; + return noautostartmap; } //==================================================================== @@ -578,11 +459,12 @@ public: // //==================================================================== - void WI_updateAnimatedBack() + void updateAnimatedBack() { unsigned int i; - for(i=0;itype & ANIM_TYPE) @@ -590,19 +472,19 @@ public: case ANIM_ALWAYS: if (bcnt >= a->nexttic) { - if (++a->ctr >= (int)a->frames.Size()) + if (++a->ctr >= (int)a->frames.Size()) { - if (a->data==0) a->ctr = 0; + if (a->data == 0) a->ctr = 0; else a->ctr--; } a->nexttic = bcnt + a->period; } break; - + case ANIM_PIC: a->ctr = 0; break; - + } } } @@ -613,11 +495,11 @@ 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 - double animheight=200; + double animwidth = 320; // For a flat fill or clear background scale animations to 320x200 + double animheight = 200; if (background) { @@ -629,20 +511,20 @@ public: // placing the animations precisely where they belong on the base pic animwidth = background->GetScaledWidthDouble(); animheight = background->GetScaledHeightDouble(); - screen->FillBorder (NULL); + screen->FillBorder(NULL); screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE); } - else + else { screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background); } } - else + else { - screen->Clear(0,0, SCREENWIDTH, SCREENHEIGHT, 0, 0); + screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0); } - for(i=0;ictr >= 0) - screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y, - DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE); + 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; iflags & 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 (vGetScaledWidth(); + 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 + // + + + + //==================================================================== // // Draws a single character with a shadow @@ -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;iGetScaledWidth(); - 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 ; iflags & 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 (vdrawBackground(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(); @@ -1898,8 +1914,8 @@ public: lh = IntermissionFont->GetHeight() * 3 / 2; // draw animated background - WI_drawBackground(); - + bg->drawBackground(state, false, false); + WI_drawLF(); if (gameinfo.gametype & GAME_DoomChex) @@ -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(); }