- converted Exhumed intro to use the ScreenJob framework.

This commit is contained in:
Christoph Oelckers 2020-08-20 21:05:14 +02:00
parent da90bd3b6a
commit 31e792223a
6 changed files with 404 additions and 300 deletions

View file

@ -1,5 +1,6 @@
set( PCH_SOURCES
src/2d.cpp
src/anims.cpp
src/anubis.cpp
src/bubbles.cpp

302
source/exhumed/src/2d.cpp Normal file
View file

@ -0,0 +1,302 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "build.h"
#include "exhumed.h"
#include "menu.h"
#include "names.h"
#include "engine.h"
#include "c_bind.h"
#include "status.h"
#include "sound.h"
#include "names.h"
#include "ps_input.h"
#include "view.h"
#include "raze_sound.h"
#include "menu.h"
#include "v_2ddrawer.h"
#include "v_font.h"
#include "texturemanager.h"
#include "gamestate.h"
#include "multipatchtexture.h"
#include "screenjob.h"
#include "sequence.h"
#include <string>
#include <assert.h>
BEGIN_PS_NS
int SyncScreenJob()
{
while (gamestate == GS_INTERMISSION || gamestate == GS_INTRO)
{
UpdateSounds();
HandleAsync();
updatePauseStatus();
D_ProcessEvents();
ControlInfo info;
CONTROL_GetInput(&info);
C_RunDelayedCommands();
RunScreenJobFrame(); // This handles continuation through its completion callback.
videoNextPage();
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitFonts()
{
GlyphSet fontdata;
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
auto tile = tileGetTexture(159);
auto pixels = tile->GetTexture()->Get8BitPixels(false);
// Convert the sheet font to a proportional font by checking the actual character sizes.
for (int i = 1; i < 128; i++)
{
int xpos = (i % 16) * 8;
int ypos = (i / 16) * 8;
bool rowset[8]{};
for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
int pixel = pixels[xpos + x + 128 * (ypos + y)];
if (pixel)
{
rowset[x] = true;
break;
}
}
}
int left = 0;
int right = 7;
/* probably not such a good idea after all...
while (left <= right)
{
bool didit = false;
if (!rowset[left]) left++, didit = true;
if (!rowset[right]) right--, didit = true;
if (!didit) break;
}*/
if (left < right)
{
xpos += left;
int width = right - left + 1;
int height = 8;
TArray<TexPartBuild> part(1, true);
part[0].OriginX = -xpos;
part[0].OriginY = -ypos;
part[0].TexImage = static_cast<FImageTexture*>(tile->GetTexture());
FMultiPatchTexture* image = new FMultiPatchTexture(width, height, part, false, false);
FImageTexture* tex = new FImageTexture(image);
auto gtex = MakeGameTexture(tex, nullptr, ETextureType::FontChar);
gtex->SetWorldPanning(true);
gtex->SetOffsets(0, 0, 0);
gtex->SetOffsets(1, 0, 0);
TexMan.AddGameTexture(gtex);
fontdata.Insert(i, gtex);
}
}
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
for (int i = 0; i < 26; i++)
{
fontdata.Insert('A' + i, tileGetTexture(3522 + i));
}
for (int i = 0; i < 10; i++)
{
fontdata.Insert('0' + i, tileGetTexture(3555 + i));
}
fontdata.Insert('.', tileGetTexture(3548));
fontdata.Insert('!', tileGetTexture(3549));
fontdata.Insert('?', tileGetTexture(3550));
fontdata.Insert(',', tileGetTexture(3551));
fontdata.Insert('`', tileGetTexture(3552));
fontdata.Insert('"', tileGetTexture(3553));
fontdata.Insert('-', tileGetTexture(3554));
fontdata.Insert('_', tileGetTexture(3554));
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator it(fontdata);
GlyphSet::Pair* pair;
while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont->SetKerning(1);
fontdata.Clear();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
DScreenJob *PlayMovie(const char* fileName);
void DoTitle(CompletionFunc completion)
{
JobDesc jobs[5];
int job = 0;
jobs[job++] = { Create<DImageScreen>(tileGetTexture(EXHUMED ? kTileBMGLogo : kTilePIELogo), DScreenJob::fadein | DScreenJob::fadeout) };
jobs[job++] = { Create<DImageScreen>(tileGetTexture(seq_GetSeqPicnum(kSeqScreens, 0, 0)), DScreenJob::fadein | DScreenJob::fadeout) };
jobs[job++] = { PlayMovie("book.mov") };
RunScreenJob(jobs, job, completion);
#if 0
short skullDurations[] = { 6, 25, 43, 50, 68, 78, 101, 111, 134, 158, 173, 230, 6000 };
videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
if (videoGetRenderMode() == REND_CLASSIC)
FadeOut(0);
GrabPalette();
PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
EraseScreen(4);
playCDtrack(19, true);
videoNextPage();
FadeIn();
WaitVBL();
int String_Copyright = FindGString("COPYRIGHT");
const char* a = gString[String_Copyright];
const char* b = gString[String_Copyright + 1];
menu_DoPlasma();
int nTile = kSkullHead;
overwritesprite(160, 100, kSkullHead, 0, 3, kPalNormal);
overwritesprite(161, 130, kSkullJaw, 0, 3, kPalNormal);
videoNextPage();
WaitNoKey(2, KeyFn1);
if (time(0) & 0xF) {
PlayGameOverSound();
}
else {
PlayLocalSound(StaticSound[61], 0, false, CHANF_UI);
}
int nStartTime = (int)totalclock;
int nCount = 0;
int var_18 = (int)totalclock + skullDurations[0];
int var_4 = 0;
int esi = 130;
inputState.ClearAllInput();
while (LocalSoundPlaying())
{
HandleAsync();
if (inputState.CheckAllInput()) break;
menu_DoPlasma();
overwritesprite(160, 100, nTile, 0, 3, kPalNormal);
int nStringWidth = MyGetStringWidth(a);
int y = 200 - 24;
myprintext((320 / 2 - nStringWidth / 2), y, a, 0);
nStringWidth = MyGetStringWidth(b);
y = 200 - 16;
myprintext((320 / 2 - nStringWidth / 2), y, b, 0);
if ((int)totalclock > var_18)
{
nCount++;
if (nCount > 12) break;
var_18 = nStartTime + skullDurations[nCount];
var_4 = var_4 == 0;
}
short nTile = kSkullJaw;
if (var_4)
{
if (esi >= 135) {
nTile = kTile3583;
}
else {
esi += 5;
}
}
else if (esi <= 130)
{
esi = 130;
}
else
{
esi -= 2;
}
y = 0;
if (nTile == kTile3583)
{
y = 131;
}
else
{
y = esi;
if (y > 135) {
y = 135;
}
}
overwritesprite(161, y, nTile, 0, 3, kPalNormal);
videoNextPage();
}
WaitNoKey(1, KeyFn1);
#endif
}
END_PS_NS

View file

@ -120,10 +120,6 @@ void GrabMap();
void UpdateMap();
void DrawMap();
// movie
void PlayMovie(const char *fileName);
// network
extern short nNetMoveFrames;

View file

@ -43,6 +43,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "savegamehelp.h"
#include "c_dispatch.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "screenjob.h"
#include "core/menu/menu.h"
BEGIN_PS_NS
@ -1652,6 +1654,9 @@ void InitTimer()
timerSetCallback(timerhandler);
}
int SyncScreenJob();
void DoTitle(CompletionFunc completion);
int GameInterface::app_main()
{
int i;
@ -1765,7 +1770,9 @@ int GameInterface::app_main()
{
while (!stopTitle)
{
DoTitle();
DoTitle([](bool) { gamestate = GS_MENUSCREEN; });
SyncScreenJob();
gamestate = GS_LEVEL;
stopTitle = true;
}
}
@ -2284,153 +2291,7 @@ void DoGameOverScene()
FadeOut(0);
}
void DoTitle()
{
short skullDurations[] = { 6, 25, 43, 50, 68, 78, 101, 111, 134, 158, 173, 230, 6000 };
videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
auto showscreen = [](int tile)
{
auto start = I_msTime();
int shade = numshades;
uint64_t span;
inputState.ClearAllInput();
do
{
twod->ClearScreen();
overwritesprite(0, 0, tile, shade, 2, kPalNormal);
HandleAsync();
videoNextPage();
auto now = I_msTime();
span = now - start;
if (span < 1000) shade = Scale(1000 - span, numshades, 1000);
else if (span < 2000) shade = 0;
else shade = Scale(span - 2000, numshades, 1000);
if (inputState.CheckAllInput()) break;
} while (span < 3000);
};
showscreen(EXHUMED ? kTileBMGLogo : kTilePIELogo);
int nScreenTile = seq_GetSeqPicnum(kSeqScreens, 0, 0);
showscreen(nScreenTile);
inputState.ClearAllInput();
PlayMovie("book.mov");
if (videoGetRenderMode() == REND_CLASSIC)
FadeOut(0);
GrabPalette();
PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
EraseScreen(4);
playCDtrack(19, true);
videoNextPage();
FadeIn();
WaitVBL();
int String_Copyright = FindGString("COPYRIGHT");
const char *a = gString[String_Copyright];
const char *b = gString[String_Copyright + 1];
menu_DoPlasma();
int nTile = kSkullHead;
overwritesprite(160, 100, kSkullHead, 0, 3, kPalNormal);
overwritesprite(161, 130, kSkullJaw, 0, 3, kPalNormal);
videoNextPage();
WaitNoKey(2, KeyFn1);
if (time(0) & 0xF) {
PlayGameOverSound();
}
else {
PlayLocalSound(StaticSound[61], 0, false, CHANF_UI);
}
int nStartTime = (int)totalclock;
int nCount = 0;
int var_18 = (int)totalclock + skullDurations[0];
int var_4 = 0;
int esi = 130;
inputState.ClearAllInput();
while (LocalSoundPlaying())
{
HandleAsync();
if (inputState.CheckAllInput()) break;
menu_DoPlasma();
overwritesprite(160, 100, nTile, 0, 3, kPalNormal);
int nStringWidth = MyGetStringWidth(a);
int y = 200 - 24;
myprintext((320 / 2 - nStringWidth / 2), y, a, 0);
nStringWidth = MyGetStringWidth(b);
y = 200 - 16;
myprintext((320 / 2 - nStringWidth / 2), y, b, 0);
if ((int)totalclock > var_18)
{
nCount++;
if (nCount > 12) break;
var_18 = nStartTime + skullDurations[nCount];
var_4 = var_4 == 0;
}
short nTile = kSkullJaw;
if (var_4)
{
if (esi >= 135) {
nTile = kTile3583;
}
else {
esi += 5;
}
}
else if (esi <= 130)
{
esi = 130;
}
else
{
esi -= 2;
}
y = 0;
if (nTile == kTile3583)
{
y = 131;
}
else
{
y = esi;
if (y > 135) {
y = 135;
}
}
overwritesprite(161, y, nTile, 0, 3, kPalNormal);
videoNextPage();
}
WaitNoKey(1, KeyFn1);
}
void CopyTileToBitmap(short nSrcTile, short nDestTile, int xPos, int yPos)
{

View file

@ -27,6 +27,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "v_2ddrawer.h"
#include "animtexture.h"
#include "s_music.h"
#include "screenjob.h"
#include "v_draw.h"
BEGIN_PS_NS
@ -60,6 +62,7 @@ class LMFPlayer
SoundStream* stream = nullptr;
AudioData audio{};
AnimTextures animtex;
int nFrame = 0;
@ -146,6 +149,7 @@ public:
nSize -= nRead;
}
}
animtex.SetFrame(palette, CurFrame);
break;
}
@ -177,87 +181,112 @@ public:
// start audio playback
stream = S_CreateCustomStream(kSampleSize * 2, kSampleRate, 1, StreamCallbackFunc, this); // size must be doubled here or dropouts can be heard.
animtex.SetSize(AnimTexture::Paletted, 200, 320);
}
const uint8_t* GetPalette() const
{
return palette;
}
const uint8_t* GetFrame() const
{
return CurFrame;
}
~LMFPlayer()
void Close()
{
S_StopCustomStream(stream);
}
AnimTextures& animTex()
{
return animtex;
}
};
void PlayMovie(const char* fileName)
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DLmfPlayer : public DScreenJob
{
LMFPlayer decoder;
double angle = 1536;
double z = 0;
uint64_t nextclock = 0, lastclock = 0;
FileReader fp;
public:
DLmfPlayer(FileReader& fr)
{
decoder.Open(fr);
lastclock = 0;
nextclock = 0;
fp = std::move(fr);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int Frame(uint64_t clock, bool skiprequest) override
{
if (clock >= nextclock)
{
nextclock += 100'000'000;
if (decoder.ReadFrame(fp) == 0)
{
return 0;
}
}
double duration = (clock - lastclock) * double(120. / 8'000'000'000);
if (z < 65536) { // Zoom - normal zoom is 65536.
z += 2048 * duration;
}
if (z > 65536) z = 65536;
if (angle != 0) {
angle += 16. * duration;
if (angle >= 2048) {
angle = 0;
}
}
{
twod->ClearScreen();
DrawTexture(twod, decoder.animTex().GetFrame(), 160, 100, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffset, true, DTA_FlipY, true, DTA_ScaleX, z / 65536., DTA_ScaleY, z / 65536., DTA_Rotate, (angle - 512) * (360. / 2048.), TAG_DONE);
}
lastclock = clock;
return skiprequest ? -1 : 1;
}
void OnDestroy() override
{
decoder.Close();
fp.Close();
}
};
DScreenJob* PlayMovie(const char* fileName)
{
LMFPlayer player;
// clear keys
inputState.ClearAllInput();
auto fp = fileSystem.OpenFileReader(fileName);
if (!fp.isOpen())
{
Printf("Unable to open %s\n", fileName);
return;
return Create<DScreenJob>();
}
player.Open(fp);
double angle = 1536;
double z = 0;
AnimTextures animtex;
animtex.SetSize(AnimTexture::Paletted, 200, 320);
auto sfxx = soundEngine->GetSounds();
// Read a frame in first
if (player.ReadFrame(fp))
char buffer[4];
fp.Read(buffer, 4);
if (memcmp(buffer, "LMF ", 4))
{
int fn = 0;
int ototalclock = totalclock + 12;
int lastclock = totalclock;
while (!inputState.CheckAllInput())
{
HandleAsync();
if (z < 65536) { // Zoom - normal zoom is 65536.
z += 2048 * (totalclock - lastclock) / 8.;
}
if (z > 65536) z = 65536;
if (angle != 0) {
angle += 16. * (totalclock-lastclock) / 8. ;
if (angle >= 2048) {
angle = 0;
}
}
lastclock = totalclock;
// I have no idea why this needs double buffering now.
fn ^= 1;
animtex.SetFrame(player.GetPalette(), player.GetFrame());
rotatesprite(160 << 16, 100 << 16, int(z), int(angle+512), -1, 0, 1, RS_AUTO | RS_YFLIP, 0, 0, xdim - 1, ydim - 1, animtex.GetFrame());
videoNextPage();
if (totalclock >= ototalclock)
{
ototalclock += 12;
if (player.ReadFrame(fp) == 0) {
break;
}
}
}
fp.Close();
// Allpw replacement with more modern formats.
return PlayVideo(fileName);
}
inputState.ClearAllInput();
fp.Seek(0, FileReader::SeekSet);
return Create<DLmfPlayer>(fp);
}
END_PS_NS

View file

@ -37,91 +37,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
void InitFonts()
{
GlyphSet fontdata;
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
auto tile = tileGetTexture(159);
auto pixels = tile->GetTexture()->Get8BitPixels(false);
// Convert the sheet font to a proportional font by checking the actual character sizes.
for (int i = 1; i < 128; i++)
{
int xpos = (i % 16) * 8;
int ypos = (i / 16) * 8;
bool rowset[8]{};
for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
int pixel = pixels[xpos + x + 128 * (ypos + y)];
if (pixel)
{
rowset[x] = true;
break;
}
}
}
int left = 0;
int right = 7;
/* probably not such a good idea after all...
while (left <= right)
{
bool didit = false;
if (!rowset[left]) left++, didit = true;
if (!rowset[right]) right--, didit = true;
if (!didit) break;
}*/
if (left < right)
{
xpos += left;
int width = right - left + 1;
int height = 8;
TArray<TexPartBuild> part(1, true);
part[0].OriginX = -xpos;
part[0].OriginY = -ypos;
part[0].TexImage = static_cast<FImageTexture*>(tile->GetTexture());
FMultiPatchTexture* image = new FMultiPatchTexture(width, height, part, false, false);
FImageTexture* tex = new FImageTexture(image);
auto gtex = MakeGameTexture(tex, nullptr, ETextureType::FontChar);
gtex->SetWorldPanning(true);
gtex->SetOffsets(0, 0, 0);
gtex->SetOffsets(1, 0, 0);
TexMan.AddGameTexture(gtex);
fontdata.Insert(i, gtex);
}
}
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
for (int i = 0; i < 26; i++)
{
fontdata.Insert('A' + i, tileGetTexture(3522 + i));
}
for (int i = 0; i < 10; i++)
{
fontdata.Insert('0' + i, tileGetTexture(3555 + i));
}
fontdata.Insert('.', tileGetTexture(3548));
fontdata.Insert('!', tileGetTexture(3549));
fontdata.Insert('?', tileGetTexture(3550));
fontdata.Insert(',', tileGetTexture(3551));
fontdata.Insert('`', tileGetTexture(3552));
fontdata.Insert('"', tileGetTexture(3553));
fontdata.Insert('-', tileGetTexture(3554));
fontdata.Insert('_', tileGetTexture(3554));
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator it(fontdata);
GlyphSet::Pair* pair;
while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont->SetKerning(1);
fontdata.Clear();
}
// All this must be moved into the status bar once it is made persistent!
const int kMaxStatusAnims = 50;