mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
This commit is contained in:
parent
1e9ef2b1df
commit
b416322032
8 changed files with 507 additions and 438 deletions
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@ -218,6 +218,7 @@ public:
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template<class U> friend inline void GC::Mark(TObjPtr<U> &obj);
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template<class U> friend FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<U> &value, TObjPtr<U> *);
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template<class U> friend FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<U> &value, U *);
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friend class DObject;
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};
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@ -301,7 +301,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t &p, sector_t
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.Terrain("ceilingterrain", p.terrainnum[1], &def->terrainnum[1])
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("scrolls", scroll, nul)
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// GZDoom exclusive:
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.Array("reflect", p.reflect, def->reflect, 2)
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.Array("reflect", p.reflect, def->reflect, 2, true)
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.EndObject();
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if (arc.isReading() && !scroll.isZero())
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@ -4159,9 +4159,14 @@ void P_SetupLevel (const char *lumpname, int position)
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MapThingsUserData.Clear();
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// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
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level.loadsectors = level.sectors;
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level.loadlines = level.lines;
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level.loadsides = level.sides;
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// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
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// Note that none of these structures may contain non POD fields anyway.
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level.loadsectors.Resize(level.sectors.Size());
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memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
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level.loadlines.Resize(level.lines.Size());
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memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
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level.loadsides.Resize(level.sides.Size());
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memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
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}
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@ -1130,8 +1130,8 @@ struct side_t
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double yOffset;
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double xScale;
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double yScale;
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FTextureID texture;
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TObjPtr<DInterpolation*> interpolation;
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FTextureID texture;
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//int Light;
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};
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@ -939,7 +939,6 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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int c;
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if (basex->ValueType->GetRegType() == REGT_INT)
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{
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@ -215,8 +215,15 @@ FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<T> &value, TOb
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return arc;
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}
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template<class T>
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FSerializer &Serialize(FSerializer &arc, const char *key, TObjPtr<T> &value, T *)
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{
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Serialize(arc, key, value.o, nullptr);
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return arc;
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}
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *)
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FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
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{
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if (arc.isWriting())
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{
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@ -234,7 +241,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value,
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}
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for (unsigned i = 0; i < value.Size(); i++)
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{
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Serialize(arc, nullptr, value[i], (T*)nullptr);
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Serialize(arc, nullptr, value[i], def? &(*def)[i] : nullptr);
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}
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arc.EndArray();
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return arc;
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907
src/wi_stuff.cpp
907
src/wi_stuff.cpp
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@ -91,8 +91,10 @@ static const char *WI_Cmd[] = {
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NULL
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};
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struct FInterBackground
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class DInterBackground : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DInterBackground, DObject)
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// These animation variables, structures, etc. are used for the
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// DOOM/Ultimate DOOM intermission screen animations. This is
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// totally different from any sprite or texture/flat animations
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@ -161,436 +163,23 @@ private:
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FTexture* splat = nullptr; // splat
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FTexture *background = nullptr;
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wbstartstruct_t *wbs;
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public:
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FInterBackground(wbstartstruct_t *wbst)
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{
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wbs = wbst;
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DInterBackground(wbstartstruct_t *wbst);
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bool LoadBackground(bool isenterpic);
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void updateAnimatedBack();
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void drawBackground(int state, bool drawsplat, bool snl_pointeron);
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private:
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};
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//====================================================================
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//
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// Loads the background - either from a single texture
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// or an intermission lump.
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// Unfortunately the texture manager is incapable of recognizing text
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// files so if you use a script you have to prefix its name by '$' in
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// MAPINFO.
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//
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//====================================================================
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bool IsExMy(const char * name)
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{
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// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
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// Level names can be upper- and lower case so use tolower to check!
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// Level names can be upper- and lower case so use tolower to check.
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return (tolower(name[0]) == 'e' && name[1] >= '1' && name[1] <= '3' && tolower(name[2]) == 'm');
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}
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bool LoadBackground(bool isenterpic)
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{
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const char *lumpname = NULL;
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char buffer[10];
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in_anim_t an;
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lnode_t pt;
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FTextureID texture;
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bool noautostartmap = false;
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bcnt = 0;
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texture.SetInvalid();
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if (isenterpic)
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{
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level_info_t * li = FindLevelInfo(wbs->next);
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if (li != NULL) lumpname = li->EnterPic;
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}
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else
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{
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lumpname = level.info->ExitPic;
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}
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// Try to get a default if nothing specified
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if (lumpname == NULL || lumpname[0] == 0)
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{
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lumpname = NULL;
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switch (gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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if (!(gameinfo.flags & GI_MAPxx))
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{
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const char *level = isenterpic ? wbs->next : wbs->current;
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if (IsExMy(level))
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{
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mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
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lumpname = buffer;
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}
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}
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if (!lumpname)
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{
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if (isenterpic)
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{
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// One special case needs to be handled here!
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// If going from E1-E3 to E4 the default should be used, not the exit pic.
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// Not if the exit pic is user defined!
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if (level.info->ExitPic.IsNotEmpty()) return false;
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// E1-E3 need special treatment when playing Doom 1.
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if (!(gameinfo.flags & GI_MAPxx))
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{
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// not if the last level is not from the first 3 episodes
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if (!IsExMy(wbs->current)) return false;
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// not if the next level is one of the first 3 episodes
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if (IsExMy(wbs->next)) return false;
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}
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}
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lumpname = "INTERPIC";
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}
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break;
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case GAME_Heretic:
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if (isenterpic)
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{
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if (IsExMy(wbs->next))
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{
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mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
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lumpname = buffer;
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}
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}
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if (!lumpname)
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{
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if (isenterpic) return false;
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lumpname = "FLOOR16";
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}
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break;
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case GAME_Hexen:
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if (isenterpic) return false;
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lumpname = "INTERPIC";
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break;
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case GAME_Strife:
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default:
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// Strife doesn't have an intermission pic so choose something neutral.
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if (isenterpic) return false;
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lumpname = gameinfo.BorderFlat;
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break;
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}
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}
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if (lumpname == NULL)
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{
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// shouldn't happen!
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background = NULL;
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return false;
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}
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lnodes.Clear();
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anims.Clear();
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yah.Clear();
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splat = NULL;
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// a name with a starting '$' indicates an intermission script
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if (*lumpname != '$')
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{
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texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
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}
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else
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{
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int lumpnum = Wads.CheckNumForFullName(lumpname + 1, true);
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if (lumpnum >= 0)
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{
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FScanner sc(lumpnum);
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while (sc.GetString())
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{
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an.Reset();
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int caseval = sc.MustMatchString(WI_Cmd);
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switch (caseval)
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{
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case 0: // Background
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sc.MustGetString();
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texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
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break;
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case 1: // Splat
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sc.MustGetString();
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splat = TexMan[sc.String];
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break;
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case 2: // Pointers
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while (sc.GetString() && !sc.Crossed)
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{
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yah.Push(TexMan[sc.String]);
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}
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if (sc.Crossed)
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sc.UnGet();
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break;
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case 3: // Spots
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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pt.Level = sc.String;
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sc.MustGetNumber();
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pt.x = sc.Number;
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sc.MustGetNumber();
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pt.y = sc.Number;
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lnodes.Push(pt);
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}
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break;
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case 4: // IfEntering
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an.type = ANIM_IFENTERING;
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goto readanimation;
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case 5: // IfEntering
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an.type = ANIM_IFNOTENTERING;
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goto readanimation;
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case 6: // IfVisited
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an.type = ANIM_IFVISITED;
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goto readanimation;
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case 7: // IfNotVisited
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an.type = ANIM_IFNOTVISITED;
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goto readanimation;
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case 8: // IfLeaving
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an.type = ANIM_IFLEAVING;
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goto readanimation;
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case 9: // IfNotLeaving
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an.type = ANIM_IFNOTLEAVING;
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goto readanimation;
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case 10: // IfTravelling
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an.type = ANIM_IFTRAVELLING;
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sc.MustGetString();
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an.LevelName2 = sc.String;
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goto readanimation;
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case 11: // IfNotTravelling
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an.type = ANIM_IFTRAVELLING;
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sc.MustGetString();
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an.LevelName2 = sc.String;
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goto readanimation;
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case 14: // NoAutostartMap
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noautostartmap = true;
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break;
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readanimation:
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sc.MustGetString();
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an.LevelName = sc.String;
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sc.MustGetString();
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caseval = sc.MustMatchString(WI_Cmd);
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default:
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switch (caseval)
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{
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case 12: // Animation
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an.type |= ANIM_ALWAYS;
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sc.MustGetNumber();
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an.loc.x = sc.Number;
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sc.MustGetNumber();
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an.loc.y = sc.Number;
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sc.MustGetNumber();
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an.period = sc.Number;
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an.nexttic = 1 + (M_Random() % an.period);
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if (sc.GetString())
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{
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if (sc.Compare("ONCE"))
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{
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an.data = 1;
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}
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else
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{
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sc.UnGet();
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}
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}
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if (!sc.CheckString("{"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan[sc.String]);
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}
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else
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{
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan[sc.String]);
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}
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}
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an.ctr = -1;
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anims.Push(an);
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break;
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case 13: // Pic
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an.type |= ANIM_PIC;
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sc.MustGetNumber();
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an.loc.x = sc.Number;
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sc.MustGetNumber();
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an.loc.y = sc.Number;
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sc.MustGetString();
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an.frames.Reserve(1); // allocate exactly one element
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an.frames[0] = TexMan[sc.String];
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anims.Push(an);
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break;
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default:
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sc.ScriptError("Unknown token %s in intermission script", sc.String);
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}
|
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}
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}
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}
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else
|
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{
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Printf("Intermission script %s not found!\n", lumpname + 1);
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texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
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}
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}
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background = TexMan[texture];
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return noautostartmap;
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}
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//====================================================================
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//
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// made this more generic and configurable through a script
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// Removed all the ugly special case handling for different game modes
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//
|
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//====================================================================
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|
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void updateAnimatedBack()
|
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{
|
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unsigned int i;
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|
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bcnt++;
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for (i = 0; i<anims.Size(); i++)
|
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{
|
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in_anim_t * a = &anims[i];
|
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switch (a->type & ANIM_TYPE)
|
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{
|
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case ANIM_ALWAYS:
|
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if (bcnt >= a->nexttic)
|
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{
|
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if (++a->ctr >= (int)a->frames.Size())
|
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{
|
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if (a->data == 0) a->ctr = 0;
|
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else a->ctr--;
|
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}
|
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a->nexttic = bcnt + a->period;
|
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}
|
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break;
|
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|
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case ANIM_PIC:
|
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a->ctr = 0;
|
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break;
|
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|
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}
|
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}
|
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}
|
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|
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//====================================================================
|
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//
|
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// Draws the background including all animations
|
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//
|
||||
//====================================================================
|
||||
|
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void drawBackground(int state, bool drawsplat, bool snl_pointeron)
|
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{
|
||||
unsigned int i;
|
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double animwidth = 320; // For a flat fill or clear background scale animations to 320x200
|
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double animheight = 200;
|
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|
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if (background)
|
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{
|
||||
// background
|
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if (background->UseType == FTexture::TEX_MiscPatch)
|
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{
|
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// scale all animations below to fit the size of the base pic
|
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// The base pic is always scaled to fit the screen so this allows
|
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// placing the animations precisely where they belong on the base pic
|
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animwidth = background->GetScaledWidthDouble();
|
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animheight = background->GetScaledHeightDouble();
|
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screen->FillBorder(NULL);
|
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screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
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}
|
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else
|
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{
|
||||
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
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screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
||||
}
|
||||
|
||||
for (i = 0; i<anims.Size(); i++)
|
||||
{
|
||||
in_anim_t * a = &anims[i];
|
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level_info_t * li;
|
||||
|
||||
switch (a->type & ANIM_CONDITION)
|
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{
|
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case ANIM_IFVISITED:
|
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li = FindLevelInfo(a->LevelName);
|
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if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
|
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break;
|
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|
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case ANIM_IFNOTVISITED:
|
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li = FindLevelInfo(a->LevelName);
|
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if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
|
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break;
|
||||
|
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// StatCount means 'leaving' - everything else means 'entering'!
|
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case ANIM_IFENTERING:
|
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if (state == StatCount || strnicmp(a->LevelName, wbs->next, 8)) continue;
|
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break;
|
||||
|
||||
case ANIM_IFNOTENTERING:
|
||||
if (state != StatCount && !strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
|
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case ANIM_IFLEAVING:
|
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if (state != StatCount || strnicmp(a->LevelName, wbs->current, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTLEAVING:
|
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if (state == StatCount && !strnicmp(a->LevelName, wbs->current, 8)) continue;
|
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break;
|
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|
||||
case ANIM_IFTRAVELLING:
|
||||
if (strnicmp(a->LevelName2, wbs->current, 8) || strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTTRAVELLING:
|
||||
if (!strnicmp(a->LevelName2, wbs->current, 8) && !strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
}
|
||||
if (a->ctr >= 0)
|
||||
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
|
||||
|
@ -641,10 +230,468 @@ private:
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
DInterBackground:: DInterBackground(wbstartstruct_t *wbst)
|
||||
{
|
||||
wbs = wbst;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DInterBackground, Create)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(wbst, wbstartstruct_t);
|
||||
ACTION_RETURN_POINTER(new DInterBackground(wbst));
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Loads the background - either from a single texture
|
||||
// or an intermission lump.
|
||||
// Unfortunately the texture manager is incapable of recognizing text
|
||||
// files so if you use a script you have to prefix its name by '$' in
|
||||
// MAPINFO.
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
bool DInterBackground::LoadBackground(bool isenterpic)
|
||||
{
|
||||
const char *lumpname = NULL;
|
||||
char buffer[10];
|
||||
in_anim_t an;
|
||||
lnode_t pt;
|
||||
FTextureID texture;
|
||||
bool noautostartmap = false;
|
||||
|
||||
bcnt = 0;
|
||||
|
||||
texture.SetInvalid();
|
||||
if (isenterpic)
|
||||
{
|
||||
level_info_t * li = FindLevelInfo(wbs->next);
|
||||
if (li != NULL) lumpname = li->EnterPic;
|
||||
}
|
||||
else
|
||||
{
|
||||
lumpname = level.info->ExitPic;
|
||||
}
|
||||
|
||||
// Try to get a default if nothing specified
|
||||
if (lumpname == NULL || lumpname[0] == 0)
|
||||
{
|
||||
lumpname = NULL;
|
||||
switch (gameinfo.gametype)
|
||||
{
|
||||
case GAME_Chex:
|
||||
case GAME_Doom:
|
||||
if (!(gameinfo.flags & GI_MAPxx))
|
||||
{
|
||||
const char *level = isenterpic ? wbs->next : wbs->current;
|
||||
if (IsExMy(level))
|
||||
{
|
||||
mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
|
||||
lumpname = buffer;
|
||||
}
|
||||
}
|
||||
if (!lumpname)
|
||||
{
|
||||
if (isenterpic)
|
||||
{
|
||||
// One special case needs to be handled here!
|
||||
// If going from E1-E3 to E4 the default should be used, not the exit pic.
|
||||
|
||||
// Not if the exit pic is user defined!
|
||||
if (level.info->ExitPic.IsNotEmpty()) return false;
|
||||
|
||||
// E1-E3 need special treatment when playing Doom 1.
|
||||
if (!(gameinfo.flags & GI_MAPxx))
|
||||
{
|
||||
// not if the last level is not from the first 3 episodes
|
||||
if (!IsExMy(wbs->current)) return false;
|
||||
|
||||
// not if the next level is one of the first 3 episodes
|
||||
if (IsExMy(wbs->next)) return false;
|
||||
}
|
||||
}
|
||||
lumpname = "INTERPIC";
|
||||
}
|
||||
break;
|
||||
|
||||
case GAME_Heretic:
|
||||
if (isenterpic)
|
||||
{
|
||||
if (IsExMy(wbs->next))
|
||||
{
|
||||
mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
|
||||
lumpname = buffer;
|
||||
}
|
||||
}
|
||||
if (!lumpname)
|
||||
{
|
||||
if (isenterpic) return false;
|
||||
lumpname = "FLOOR16";
|
||||
}
|
||||
break;
|
||||
|
||||
case GAME_Hexen:
|
||||
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 false;
|
||||
lumpname = gameinfo.BorderFlat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (lumpname == NULL)
|
||||
{
|
||||
// shouldn't happen!
|
||||
background = NULL;
|
||||
return false;
|
||||
}
|
||||
|
||||
lnodes.Clear();
|
||||
anims.Clear();
|
||||
yah.Clear();
|
||||
splat = NULL;
|
||||
|
||||
// a name with a starting '$' indicates an intermission script
|
||||
if (*lumpname != '$')
|
||||
{
|
||||
texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
|
||||
}
|
||||
else
|
||||
{
|
||||
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)
|
||||
{
|
||||
case 0: // Background
|
||||
sc.MustGetString();
|
||||
texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
|
||||
break;
|
||||
|
||||
case 1: // Splat
|
||||
sc.MustGetString();
|
||||
splat = TexMan[sc.String];
|
||||
break;
|
||||
|
||||
case 2: // Pointers
|
||||
while (sc.GetString() && !sc.Crossed)
|
||||
{
|
||||
yah.Push(TexMan[sc.String]);
|
||||
}
|
||||
if (sc.Crossed)
|
||||
sc.UnGet();
|
||||
break;
|
||||
|
||||
case 3: // Spots
|
||||
sc.MustGetStringName("{");
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
pt.Level = sc.String;
|
||||
sc.MustGetNumber();
|
||||
pt.x = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
pt.y = sc.Number;
|
||||
lnodes.Push(pt);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4: // IfEntering
|
||||
an.type = ANIM_IFENTERING;
|
||||
goto readanimation;
|
||||
|
||||
case 5: // IfEntering
|
||||
an.type = ANIM_IFNOTENTERING;
|
||||
goto readanimation;
|
||||
|
||||
case 6: // IfVisited
|
||||
an.type = ANIM_IFVISITED;
|
||||
goto readanimation;
|
||||
|
||||
case 7: // IfNotVisited
|
||||
an.type = ANIM_IFNOTVISITED;
|
||||
goto readanimation;
|
||||
|
||||
case 8: // IfLeaving
|
||||
an.type = ANIM_IFLEAVING;
|
||||
goto readanimation;
|
||||
|
||||
case 9: // IfNotLeaving
|
||||
an.type = ANIM_IFNOTLEAVING;
|
||||
goto readanimation;
|
||||
|
||||
case 10: // IfTravelling
|
||||
an.type = ANIM_IFTRAVELLING;
|
||||
sc.MustGetString();
|
||||
an.LevelName2 = sc.String;
|
||||
goto readanimation;
|
||||
|
||||
case 11: // IfNotTravelling
|
||||
an.type = ANIM_IFTRAVELLING;
|
||||
sc.MustGetString();
|
||||
an.LevelName2 = sc.String;
|
||||
goto readanimation;
|
||||
|
||||
case 14: // NoAutostartMap
|
||||
noautostartmap = true;
|
||||
break;
|
||||
|
||||
readanimation:
|
||||
sc.MustGetString();
|
||||
an.LevelName = sc.String;
|
||||
sc.MustGetString();
|
||||
caseval = sc.MustMatchString(WI_Cmd);
|
||||
|
||||
default:
|
||||
switch (caseval)
|
||||
{
|
||||
case 12: // Animation
|
||||
an.type |= ANIM_ALWAYS;
|
||||
sc.MustGetNumber();
|
||||
an.loc.x = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
an.loc.y = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
an.period = sc.Number;
|
||||
an.nexttic = 1 + (M_Random() % an.period);
|
||||
if (sc.GetString())
|
||||
{
|
||||
if (sc.Compare("ONCE"))
|
||||
{
|
||||
an.data = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.UnGet();
|
||||
}
|
||||
}
|
||||
if (!sc.CheckString("{"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
an.frames.Push(TexMan[sc.String]);
|
||||
}
|
||||
else
|
||||
{
|
||||
while (!sc.CheckString("}"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
an.frames.Push(TexMan[sc.String]);
|
||||
}
|
||||
}
|
||||
an.ctr = -1;
|
||||
anims.Push(an);
|
||||
break;
|
||||
|
||||
case 13: // Pic
|
||||
an.type |= ANIM_PIC;
|
||||
sc.MustGetNumber();
|
||||
an.loc.x = sc.Number;
|
||||
sc.MustGetNumber();
|
||||
an.loc.y = sc.Number;
|
||||
sc.MustGetString();
|
||||
an.frames.Reserve(1); // allocate exactly one element
|
||||
an.frames[0] = TexMan[sc.String];
|
||||
anims.Push(an);
|
||||
break;
|
||||
|
||||
default:
|
||||
sc.ScriptError("Unknown token %s in intermission script", sc.String);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf("Intermission script %s not found!\n", lumpname + 1);
|
||||
texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
|
||||
}
|
||||
}
|
||||
background = TexMan[texture];
|
||||
return noautostartmap;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DInterBackground, LoadBackground)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DInterBackground);
|
||||
PARAM_BOOL(isenterpic);
|
||||
ACTION_RETURN_BOOL(self->LoadBackground(isenterpic));
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// made this more generic and configurable through a script
|
||||
// Removed all the ugly special case handling for different game modes
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
void DInterBackground::updateAnimatedBack()
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
bcnt++;
|
||||
for (i = 0; i<anims.Size(); i++)
|
||||
{
|
||||
in_anim_t * a = &anims[i];
|
||||
switch (a->type & ANIM_TYPE)
|
||||
{
|
||||
case ANIM_ALWAYS:
|
||||
if (bcnt >= a->nexttic)
|
||||
{
|
||||
if (++a->ctr >= (int)a->frames.Size())
|
||||
{
|
||||
if (a->data == 0) a->ctr = 0;
|
||||
else a->ctr--;
|
||||
}
|
||||
a->nexttic = bcnt + a->period;
|
||||
}
|
||||
break;
|
||||
|
||||
case ANIM_PIC:
|
||||
a->ctr = 0;
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DInterBackground, updateAnimatedBack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DInterBackground);
|
||||
self->updateAnimatedBack();
|
||||
return 0;
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws the background including all animations
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
void DInterBackground::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;
|
||||
|
||||
if (background)
|
||||
{
|
||||
// background
|
||||
if (background->UseType == FTexture::TEX_MiscPatch)
|
||||
{
|
||||
// scale all animations below to fit the size of the base pic
|
||||
// The base pic is always scaled to fit the screen so this allows
|
||||
// placing the animations precisely where they belong on the base pic
|
||||
animwidth = background->GetScaledWidthDouble();
|
||||
animheight = background->GetScaledHeightDouble();
|
||||
screen->FillBorder(NULL);
|
||||
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
||||
}
|
||||
|
||||
for (i = 0; i<anims.Size(); i++)
|
||||
{
|
||||
in_anim_t * a = &anims[i];
|
||||
level_info_t * li;
|
||||
|
||||
switch (a->type & ANIM_CONDITION)
|
||||
{
|
||||
case ANIM_IFVISITED:
|
||||
li = FindLevelInfo(a->LevelName);
|
||||
if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTVISITED:
|
||||
li = FindLevelInfo(a->LevelName);
|
||||
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
|
||||
break;
|
||||
|
||||
// StatCount means 'leaving' - everything else means 'entering'!
|
||||
case ANIM_IFENTERING:
|
||||
if (state == StatCount || strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTENTERING:
|
||||
if (state != StatCount && !strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFLEAVING:
|
||||
if (state != StatCount || strnicmp(a->LevelName, wbs->current, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTLEAVING:
|
||||
if (state == StatCount && !strnicmp(a->LevelName, wbs->current, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFTRAVELLING:
|
||||
if (strnicmp(a->LevelName2, wbs->current, 8) || strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
|
||||
case ANIM_IFNOTTRAVELLING:
|
||||
if (!strnicmp(a->LevelName2, wbs->current, 8) && !strnicmp(a->LevelName, wbs->next, 8)) continue;
|
||||
break;
|
||||
}
|
||||
if (a->ctr >= 0)
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DInterBackground, drawBackground)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DInterBackground);
|
||||
PARAM_INT(state);
|
||||
PARAM_BOOL(splat);
|
||||
PARAM_BOOL(pointer);
|
||||
self->drawBackground(state, splat, pointer);
|
||||
return 0;
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS(DInterBackground, true, false)
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
|
||||
struct FPatchInfo
|
||||
{
|
||||
FFont *mFont;
|
||||
|
@ -715,7 +762,7 @@ public:
|
|||
//
|
||||
|
||||
|
||||
FInterBackground *bg;
|
||||
DInterBackground *bg;
|
||||
int acceleratestage; // used to accelerate or skip a stage
|
||||
bool playerready[MAXPLAYERS];
|
||||
int me; // wbs->pnum
|
||||
|
@ -2039,14 +2086,15 @@ public:
|
|||
if (li) lnametexts[1] = li->LookupLevelName();
|
||||
else lnametexts[1] = "";
|
||||
|
||||
bg = new FInterBackground(wbs);
|
||||
bg = new DInterBackground(wbs);
|
||||
GC::AddSoftRoot(bg);
|
||||
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;
|
||||
GC::DelSoftRoot(bg);
|
||||
bg->Destroy();
|
||||
bg = nullptr;
|
||||
return;
|
||||
}
|
||||
|
@ -2149,6 +2197,7 @@ DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, totaltime);
|
|||
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, pnum);
|
||||
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, plyr);
|
||||
|
||||
DEFINE_FIELD(FIntermissionScreen, bg);
|
||||
DEFINE_FIELD(FIntermissionScreen, acceleratestage);
|
||||
DEFINE_FIELD(FIntermissionScreen, playerready);
|
||||
DEFINE_FIELD(FIntermissionScreen, me);
|
||||
|
|
|
@ -1,4 +1,12 @@
|
|||
|
||||
class InterBackground native
|
||||
{
|
||||
native InterBackground Create(wbstartstruct wbst);
|
||||
native bool LoadBackground(bool isenterpic);
|
||||
native void updateAnimatedBack();
|
||||
native void drawBackground(int state, bool drawsplat, bool snl_pointeron);
|
||||
}
|
||||
|
||||
struct PatchInfo
|
||||
{
|
||||
Font mFont;
|
||||
|
@ -60,7 +68,7 @@ struct IntermissionScreen native
|
|||
|
||||
const SHOWNEXTLOCDELAY = 4; // in seconds
|
||||
|
||||
//FInterBackground *bg;
|
||||
InterBackground bg;
|
||||
native int acceleratestage; // used to accelerate or skip a stage
|
||||
native bool playerready[MAXPLAYERS];
|
||||
native int me; // wbs.pnum
|
||||
|
|
Loading…
Reference in a new issue