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d98a567597
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly. With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
249 lines
No EOL
8.4 KiB
C++
249 lines
No EOL
8.4 KiB
C++
/*
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** screenjob.cpp
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**
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** Generic asynchronous screen display
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 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 "types.h"
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#include "build.h"
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#include "screenjob_.h"
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#include "i_time.h"
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#include "v_2ddrawer.h"
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#include "animlib.h"
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#include "v_draw.h"
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#include "s_soundinternal.h"
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#include "animtexture.h"
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#include "gamestate.h"
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#include "razemenu.h"
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#include "raze_sound.h"
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#include "gamecontrol.h"
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#include "raze_music.h"
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#include "vm.h"
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#include "mapinfo.h"
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static PType* maprecordtype;
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static PType* summaryinfotype;
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static int ticks;
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static SummaryInfo summaryinfo;
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void Local_Job_Init()
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{
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maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true));
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summaryinfotype = NewPointer(NewStruct("SummaryInfo", nullptr, true));
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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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static void CallCreateMapFunction(const char* qname, DObject* runner, MapRecord* map)
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{
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auto func = LookupFunction(qname);
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if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here.
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if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
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if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype)
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and MapRecord reference.", qname);
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VMValue val[2] = { runner, map };
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VMCall(func, val, 2, nullptr, 0);
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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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void CallCreateSummaryFunction(const char* qname, DObject* runner, MapRecord* map, SummaryInfo* info, MapRecord* map2)
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{
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auto func = LookupFunction(qname);
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auto s = func->Proto->ArgumentTypes.Size();
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auto at = func->Proto->ArgumentTypes.Data();
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if (s != 3 && s != 4) I_Error("Bad map-cutscene function %s. Must receive precisely three or four arguments.", qname);
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if (at[0] != runnerclasstype && at[1] != maprecordtype && at[2] != summaryinfotype && (s == 3 || at[3] == maprecordtype))
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner, MapRecord and SummaryInfo reference,", qname);
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if (info) summaryinfo = *info; // must be copied to a persistent location.
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else summaryinfo = {};
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VMValue val[] = { runner, map, &summaryinfo, map2 };
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VMCall(func, val, s, nullptr, 0);
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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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bool CreateCutscene(CutsceneDef* cs, DObject* runner, MapRecord* map, bool transition)
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{
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if (!transition && cs->transitiononly) return false;
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if (cs->function.CompareNoCase("none") == 0)
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return true; // play nothing but return as being validated
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if (cs->function.IsNotEmpty())
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{
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CallCreateMapFunction(cs->function, runner, map);
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return true;
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}
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else if (cs->video.IsNotEmpty())
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{
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AddGenericVideo(runner, cs->video, cs->GetSound(), cs->framespersec);
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return true;
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}
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return false;
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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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void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic)
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{
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Mus_Stop();
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FX_StopAllSounds(); // JBF 20031228
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if (userConfig.nologo)
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{
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gameaction = def_ga;
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}
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else
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{
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if (!StartCutscene(globalCutscenes.Intro, SJ_BLOCKUI, [=](bool) {
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gameaction = complete_ga;
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})) gameaction = def_ga;
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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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void ShowScoreboard(int numplayers, const CompletionFunc& completion_)
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{
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completion = completion_;
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runner = CreateRunner();
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GC::WriteBarrier(runner);
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const char* qname = globalCutscenes.MPSummaryScreen;
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auto func = LookupFunction(qname);
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if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
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if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != TypeSInt32)
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference and integer.", qname);
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VMValue val[2] = { runner, numplayers };
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VMCall(func, val, 2, nullptr, 0);
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if (!ScreenJobValidate())
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{
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runner->Destroy();
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runner = nullptr;
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if (completion) completion(false);
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completion = nullptr;
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return;
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}
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gameaction = ga_intermission;
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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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void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_)
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{
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completion = completion_;
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runner = CreateRunner();
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GC::WriteBarrier(runner);
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// retrieve cluster relations for cluster-based cutscenes.
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ClusterDef* fromcluster = nullptr, *tocluster = nullptr;
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if (fromMap) fromcluster = FindCluster(fromMap->cluster);
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if (toMap) tocluster = FindCluster(toMap->cluster);
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if (fromcluster == tocluster) fromcluster = tocluster = nullptr;
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try
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{
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if (fromMap)
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{
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if (!CreateCutscene(&fromMap->outro, runner, fromMap, !!toMap))
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{
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if (fromcluster == nullptr || !CreateCutscene(&fromcluster->outro, runner, fromMap, !!toMap))
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CreateCutscene(&globalCutscenes.DefaultMapOutro, runner, fromMap, !!toMap);
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}
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}
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if (fromMap || (g_gameType & GAMEFLAG_PSEXHUMED))
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CallCreateSummaryFunction(globalCutscenes.SummaryScreen, runner, fromMap, info, toMap);
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if (toMap)
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{
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if (!CreateCutscene(&toMap->intro, runner, toMap, !!fromMap))
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{
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if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap))
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CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap);
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}
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// Skip the load screen if the level is started from the console.
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// In this case the load screen is not helpful as it blocks the actual level start,
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// requiring closing and reopening the console first before entering any commands that need the level.
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if (ConsoleState == c_up || ConsoleState == c_rising)
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CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true);
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}
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else if (isShareware())
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{
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globalCutscenes.SharewareEnd.Create(runner);
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}
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if (!ScreenJobValidate())
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{
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runner->Destroy();
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runner = nullptr;
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if (completion) completion(false);
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completion = nullptr;
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return;
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}
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gameaction = ga_intermission;
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}
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catch (...)
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{
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if (runner) runner->Destroy();
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runner = nullptr;
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throw;
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}
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}
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