mirror of
https://github.com/ZDoom/gzdoom.git
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871 lines
22 KiB
C++
871 lines
22 KiB
C++
/*
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** wi_stuff.cpp
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** Support code for intermission status screens
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <ctype.h>
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#include <stdio.h>
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#include "m_random.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "g_level.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "i_video.h"
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#include "wi_stuff.h"
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#include "hu_stuff.h"
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#include "s_sndseq.h"
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#include "v_text.h"
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#include "gi.h"
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#include "d_player.h"
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#include "d_netinf.h"
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#include "cmdlib.h"
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#include "g_levellocals.h"
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#include "vm.h"
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CVAR(Bool, wi_percents, true, CVAR_ARCHIVE)
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CVAR(Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
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CVAR(Bool, wi_noautostartmap, false, CVAR_USERINFO | CVAR_ARCHIVE)
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CVAR(Int, wi_autoadvance, 0, CVAR_SERVERINFO)
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// States for the intermission
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enum EState
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{
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NoState = -1,
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StatCount,
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ShowNextLoc,
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LeavingIntermission
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};
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static const char *WI_Cmd[] = {
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"Background",
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"Splat",
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"Pointer",
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"Spots",
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"IfEntering",
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"IfNotEntering",
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"IfVisited",
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"IfNotVisited",
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"IfLeaving",
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"IfNotLeaving",
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"IfTravelling",
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"IfNotTravelling",
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"Animation",
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"Pic",
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"NoAutostartMap",
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NULL
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};
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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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enum EAnim
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{
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ANIM_ALWAYS, // determined by patch entry
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ANIM_PIC, // continuous
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// condition bitflags
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ANIM_IFVISITED = 8,
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ANIM_IFNOTVISITED = 16,
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ANIM_IFENTERING = 32,
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ANIM_IFNOTENTERING = 64,
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ANIM_IFLEAVING = 128,
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ANIM_IFNOTLEAVING = 256,
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ANIM_IFTRAVELLING = 512,
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ANIM_IFNOTTRAVELLING = 1024,
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ANIM_TYPE = 7,
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ANIM_CONDITION = ~7,
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};
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struct yahpt_t
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{
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int x, y;
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};
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struct lnode_t
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{
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int x; // x/y coordinate pair structure
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int y;
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FString Level;
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};
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struct in_anim_t
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{
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int type; // Made an int so I can use '|'
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int period; // period in tics between animations
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yahpt_t loc; // location of animation
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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TArray<FTexture*> frames; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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int ctr; // next frame number to animate
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int state; // used by RANDOM and LEVEL when animating
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FString LevelName;
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FString LevelName2;
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void Reset()
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{
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type = period = loc.x = loc.y = data = nexttic = ctr = state = 0;
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LevelName = "";
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LevelName2 = "";
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frames.Clear();
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}
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};
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private:
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TArray<lnode_t> lnodes;
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TArray<in_anim_t> anims;
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int bcnt = 0; // used for timing of background animation
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TArray<FTexture *> yah; // You Are Here graphic
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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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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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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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return (tolower(name[0]) == 'e' && name[1] >= '1' && name[1] <= '3' && tolower(name[2]) == 'm');
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}
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//====================================================================
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//
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// Draws the splats and the 'You are here' arrows
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//
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//====================================================================
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int MapToIndex(const char *map)
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{
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unsigned int i;
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for (i = 0; i < lnodes.Size(); i++)
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{
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if (!lnodes[i].Level.CompareNoCase(map))
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break;
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}
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return i;
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}
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//====================================================================
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//
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// Draws the splats and the 'You are here' arrows
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//
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//====================================================================
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void drawOnLnode(int n, FTexture * c[], int numc)
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{
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int i;
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for (i = 0; i<numc; i++)
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{
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int left;
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int top;
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int right;
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int bottom;
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right = c[i]->GetScaledWidth();
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bottom = c[i]->GetScaledHeight();
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left = lnodes[n].x - c[i]->GetScaledLeftOffset(0);
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top = lnodes[n].y - c[i]->GetScaledTopOffset(0);
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right += left;
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bottom += top;
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if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
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{
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screen->DrawTexture(c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
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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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DInterBackground:: DInterBackground(wbstartstruct_t *wbst)
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{
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wbs = wbst;
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}
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DEFINE_ACTION_FUNCTION(DInterBackground, Create)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(wbst, wbstartstruct_t);
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ACTION_RETURN_POINTER(Create<DInterBackground>(wbst));
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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 DInterBackground::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, ETextureType::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, ETextureType::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", ETextureType::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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DEFINE_ACTION_FUNCTION(DInterBackground, LoadBackground)
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{
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PARAM_SELF_PROLOGUE(DInterBackground);
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PARAM_BOOL(isenterpic);
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ACTION_RETURN_BOOL(self->LoadBackground(isenterpic));
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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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void DInterBackground::updateAnimatedBack()
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{
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unsigned int i;
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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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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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DEFINE_ACTION_FUNCTION(DInterBackground, updateAnimatedBack)
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{
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PARAM_SELF_PROLOGUE(DInterBackground);
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self->updateAnimatedBack();
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return 0;
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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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|
//====================================================================
|
|
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|
void DInterBackground::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;
|
|
|
|
if (background)
|
|
{
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|
// background
|
|
if (background->UseType == ETextureType::MiscPatch)
|
|
{
|
|
// 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
|
|
// 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);
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|
}
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|
}
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|
else
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|
{
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|
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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}
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|
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|
for (i = 0; i<anims.Size(); i++)
|
|
{
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|
in_anim_t * a = &anims[i];
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|
level_info_t * li;
|
|
|
|
switch (a->type & ANIM_CONDITION)
|
|
{
|
|
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;
|
|
|
|
case ANIM_IFNOTVISITED:
|
|
li = FindLevelInfo(a->LevelName);
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|
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
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|
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)
|
|
|
|
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 status 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<int>);
|
|
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);
|
|
|