/* ** wi_stuff.cpp ** Support code for intermission status screens ** **--------------------------------------------------------------------------- ** Copyright 2003-2017 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 #include #include "m_random.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_game.h" #include "g_level.h" #include "s_sound.h" #include "doomstat.h" #include "v_video.h" #include "i_video.h" #include "wi_stuff.h" #include "c_console.h" #include "hu_stuff.h" #include "v_palette.h" #include "s_sndseq.h" #include "sc_man.h" #include "v_text.h" #include "gi.h" #include "d_player.h" #include "d_netinf.h" #include "b_bot.h" #include "textures/textures.h" #include "r_data/r_translate.h" #include "templates.h" #include "gstrings.h" #include "cmdlib.h" #include "g_levellocals.h" #include "vm.h" CVAR(Bool, wi_percents, true, CVAR_ARCHIVE) 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", "Splat", "Pointer", "Spots", "IfEntering", "IfNotEntering", "IfVisited", "IfNotVisited", "IfLeaving", "IfNotLeaving", "IfTravelling", "IfNotTravelling", "Animation", "Pic", "NoAutostartMap", NULL }; class DInterBackground : public DObject { DECLARE_ABSTRACT_CLASS(DInterBackground, DObject) // 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 enum EAnim { ANIM_ALWAYS, // determined by patch entry ANIM_PIC, // continuous // condition bitflags ANIM_IFVISITED = 8, ANIM_IFNOTVISITED = 16, ANIM_IFENTERING = 32, ANIM_IFNOTENTERING = 64, ANIM_IFLEAVING = 128, ANIM_IFNOTLEAVING = 256, ANIM_IFTRAVELLING = 512, ANIM_IFNOTTRAVELLING = 1024, ANIM_TYPE = 7, ANIM_CONDITION = ~7, }; struct yahpt_t { int x, y; }; struct lnode_t { int x; // x/y coordinate pair structure int y; FString Level; }; struct in_anim_t { int type; // Made an int so I can use '|' int period; // period in tics between animations yahpt_t loc; // location of animation 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! 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 FString LevelName; FString LevelName2; void Reset() { type = period = loc.x = loc.y = data = nexttic = ctr = state = 0; LevelName = ""; LevelName2 = ""; frames.Clear(); } }; private: TArray lnodes; TArray anims; int bcnt = 0; // used for timing of background animation TArray yah; // You Are Here graphic FTexture* splat = nullptr; // splat FTexture *background = nullptr; wbstartstruct_t *wbs; public: DInterBackground(wbstartstruct_t *wbst); bool LoadBackground(bool isenterpic); void updateAnimatedBack(); void drawBackground(int state, bool drawsplat, bool snl_pointeron); private: 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'); } //==================================================================== // // 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; iGetScaledWidth(); bottom = c[i]->GetScaledHeight(); left = lnodes[n].x - c[i]->GetScaledLeftOffset(0); top = lnodes[n].y - c[i]->GetScaledTopOffset(0); 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; } } } }; DInterBackground:: DInterBackground(wbstartstruct_t *wbst) { wbs = wbst; } DEFINE_ACTION_FUNCTION(DInterBackground, Create) { PARAM_PROLOGUE; PARAM_POINTER(wbst, wbstartstruct_t); ACTION_RETURN_POINTER(Create(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, ETextureType::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, ETextureType::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", ETextureType::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; itype & 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 == ETextureType::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; itype & 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; 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 (vdrawBackground(state, splat, pointer); return 0; } IMPLEMENT_CLASS(DInterBackground, true, false) DObject *WI_Screen; //==================================================================== // // // //==================================================================== void WI_Ticker() { if (WI_Screen) { IFVIRTUALPTRNAME(WI_Screen, "StatusScreen", Ticker) { VMValue self = WI_Screen; VMCall(func, &self, 1, nullptr, 0); } } } //==================================================================== // // Called by main loop, // draws the intermission directly into the screen buffer. // //==================================================================== void WI_Drawer() { if (WI_Screen) { IFVIRTUALPTRNAME(WI_Screen, "StatusScreen", Drawer) { VMValue self = WI_Screen; VMCall(func, &self, 1, nullptr, 0); screen->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind. // The internal handling here is somewhat poor. After being set to 'LeavingIntermission' // the screen is needed for one more draw operation so we cannot delete it right away but only here. if (WI_Screen->IntVar("CurState") == LeavingIntermission) { WI_Screen->Destroy(); GC::DelSoftRoot(WI_Screen); WI_Screen = nullptr; } } } } //==================================================================== // // Setup for an intermission screen. // //==================================================================== void WI_Start(wbstartstruct_t *wbstartstruct) { FName screenclass = deathmatch ? gameinfo.statusscreen_dm : multiplayer ? gameinfo.statusscreen_coop : gameinfo.statusscreen_single; auto cls = PClass::FindClass(screenclass); if (cls == nullptr || !cls->IsDescendantOf("StatusScreen")) { // Name was invalid - pick some working default. Printf("Status screen class %s not found - reverting to default", screenclass.GetChars()); screenclass = deathmatch ? NAME_DeathmatchStatusScreen : multiplayer ? NAME_CoopStatusScreen : NAME_RavenStatusScreen; cls = PClass::FindClass(screenclass); if (cls == nullptr) { I_FatalError("Cannot create statis screen"); } } // Set up some global stuff that is always needed. auto info = FindLevelInfo(wbstartstruct->next, false); if (info == nullptr) { wbstartstruct->next = ""; } else wbstartstruct->nextname = info->LookupLevelName(); V_SetBlend(0, 0, 0, 0); S_StopAllChannels(); SN_StopAllSequences(); WI_Screen = cls->CreateNew(); IFVIRTUALPTRNAME(WI_Screen, "StatusScreen", Start) { VMValue val[2] = { WI_Screen, wbstartstruct }; VMCall(func, val, 2, nullptr, 0); } GC::AddSoftRoot(WI_Screen); } //==================================================================== // // // //==================================================================== DEFINE_ACTION_FUNCTION(DStatusScreen, GetPlayerWidths) { PARAM_PROLOGUE; int maxnamewidth, maxscorewidth, maxiconheight; HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight); if (numret > 0) ret[0].SetInt(maxnamewidth); if (numret > 1) ret[1].SetInt(maxscorewidth); if (numret > 2) ret[2].SetInt(maxiconheight); return MIN(numret, 3); } //==================================================================== // // // //==================================================================== DEFINE_ACTION_FUNCTION(DStatusScreen, GetRowColor) { PARAM_PROLOGUE; PARAM_POINTER(p, player_t); PARAM_BOOL(highlight); ACTION_RETURN_INT(HU_GetRowColor(p, highlight)); } //==================================================================== // // // //==================================================================== DEFINE_ACTION_FUNCTION(DStatusScreen, GetSortedPlayers) { PARAM_PROLOGUE; PARAM_POINTER(array, TArray); PARAM_BOOL(teamplay); player_t *sortedplayers[MAXPLAYERS]; // Sort all players for (int i = 0; i < MAXPLAYERS; i++) { sortedplayers[i] = &players[i]; } if (teamplay) qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), compareteams); else qsort(sortedplayers, MAXPLAYERS, sizeof(player_t *), comparepoints); array->Resize(MAXPLAYERS); for (unsigned i = 0; i < MAXPLAYERS; i++) { (*array)[i] = int(sortedplayers[i] - players); } return 0; } //==================================================================== // // // //==================================================================== DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, skills); DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, sitems); DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, ssecret); DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, stime); DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, frags); DEFINE_FIELD_X(WBPlayerStruct, wbplayerstruct_t, fragcount); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, finished_ep); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, next_ep); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, current); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, next); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, nextname); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, LName0); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, LName1); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, maxkills); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, maxitems); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, maxsecret); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, maxfrags); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, partime); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, sucktime); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, totaltime); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, pnum); DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, plyr);