raze/source/core/screenjob.cpp

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2020-06-27 09:48:55 +00:00
/*
** screenjob.cpp
**
** Generic asynchronous screen display
**
**---------------------------------------------------------------------------
** Copyright 2020 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 "types.h"
#include "build.h"
#include "screenjob_.h"
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#include "i_time.h"
#include "v_2ddrawer.h"
#include "animlib.h"
#include "v_draw.h"
#include "s_soundinternal.h"
#include "animtexture.h"
#include "gamestate.h"
#include "razemenu.h"
#include "raze_sound.h"
#include "gamecontrol.h"
#include "raze_music.h"
#include "vm.h"
#include "mapinfo.h"
static PType* maprecordtype;
static PType* summaryinfotype;
static int ticks;
static SummaryInfo summaryinfo;
//=============================================================================
//
//
//
//=============================================================================
CVARD(Bool, cl_nostartscreens, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable skipping level entry screens")
CVARD(Bool, cl_noexitscreens, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable skipping level exit screens")
//=============================================================================
//
//
//
//=============================================================================
void Local_Job_Init()
{
maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true));
summaryinfotype = NewPointer(NewStruct("SummaryInfo", nullptr, true));
}
//=============================================================================
//
//
//
//=============================================================================
static void CallCreateMapFunction(const char* qname, DObject* runner, MapRecord* map)
{
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here.
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] != cutscene.runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype)
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and MapRecord reference.", qname);
VMValue val[2] = { runner, map };
VMCall(func, val, 2, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
void CallCreateSummaryFunction(const char* qname, DObject* runner, MapRecord* map, SummaryInfo* info, MapRecord* map2)
{
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if (qname == nullptr || *qname == 0) return; // no level summary defined.
auto func = LookupFunction(qname);
auto s = func->Proto->ArgumentTypes.Size();
auto at = func->Proto->ArgumentTypes.Data();
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] != cutscene.runnerclasstype && at[1] != maprecordtype && at[2] != summaryinfotype && (s == 3 || at[3] == maprecordtype))
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner, MapRecord and SummaryInfo reference,", qname);
if (info) summaryinfo = *info; // must be copied to a persistent location.
else summaryinfo = {};
VMValue val[] = { runner, map, &summaryinfo, map2 };
VMCall(func, val, s, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
bool CreateCutscene(CutsceneDef* cs, DObject* runner, MapRecord* map, bool transition)
{
if (!transition && cs->transitiononly) return false;
if (cs->function.CompareNoCase("none") == 0)
return true; // play nothing but return as being validated
if (cs->function.IsNotEmpty())
{
CallCreateMapFunction(cs->function.GetChars(), runner, map);
return true;
}
else if (cs->video.IsNotEmpty())
{
AddGenericVideo(runner, cs->video, cs->GetSound(), cs->framespersec);
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic)
{
Mus_Stop();
FX_StopAllSounds(); // JBF 20031228
if (userConfig.nologo)
{
gameaction = def_ga;
}
else
{
if (!StartCutscene(globalCutscenes.Intro, SJ_BLOCKUI, [=](bool) {
gameaction = complete_ga;
})) gameaction = def_ga;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShowScoreboard(int numplayers, const CompletionFunc& completion_)
{
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cutscene.completion = completion_;
cutscene.runner = CreateRunner();
Printf("Created runner at %p\n", cutscene.runner);
GC::WriteBarrier(cutscene.runner);
const char* qname = globalCutscenes.MPSummaryScreen.GetChars();
auto func = LookupFunction(qname);
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] != cutscene.runnerclasstype && func->Proto->ArgumentTypes[1] != TypeSInt32)
I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference and integer.", qname);
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VMValue val[2] = { cutscene.runner, numplayers };
VMCall(func, val, 2, nullptr, 0);
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if (!ScreenJobValidate())
{
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cutscene.runner->Destroy();
cutscene.runner = nullptr;
if (cutscene.completion) cutscene.completion(false);
cutscene.completion = nullptr;
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return;
}
gameaction = ga_intermission;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_)
{
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if (cutscene.runner != nullptr)
return; // protection against double exits.
if (fromMap == toMap)
{
// don't show intermission when restarting the same level.
completion_(false);
return;
}
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if (info) info->time /= 120;
bool bossexit = g_bossexit;
g_bossexit = false;
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cutscene.completion = completion_;
cutscene.runner = CreateRunner();
GC::WriteBarrier(cutscene.runner);
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// retrieve cluster relations for cluster-based cutscene.
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ClusterDef* fromcluster = nullptr, *tocluster = nullptr;
if (fromMap) fromcluster = FindCluster(fromMap->cluster);
if (toMap) tocluster = FindCluster(toMap->cluster);
if (fromcluster == tocluster) fromcluster = tocluster = nullptr;
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auto runner = cutscene.runner;
try
{
if (!cl_noexitscreens && fromMap && (!(fromMap->gameflags & LEVEL_BOSSONLYCUTSCENE) || bossexit))
{
if (!CreateCutscene(&fromMap->outro, runner, fromMap, !!toMap))
{
if (fromcluster == nullptr || !CreateCutscene(&fromcluster->outro, runner, fromMap, !!toMap))
CreateCutscene(&globalCutscenes.DefaultMapOutro, runner, fromMap, !!toMap);
}
}
if ((!cl_noexitscreens && fromMap) || (!cl_nostartscreens && (g_gameType & GAMEFLAG_PSEXHUMED)))
CallCreateSummaryFunction(globalCutscenes.SummaryScreen.GetChars(), runner, fromMap, info, toMap);
if (toMap)
{
if (!cl_nostartscreens && !CreateCutscene(&toMap->intro, runner, toMap, !!fromMap))
{
if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap))
CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap);
}
// Skip the load screen if the level is started from the console or loading screens are disabled.
// In this case the load screen is not helpful as it blocks the actual level start,
// requiring closing and reopening the console first before entering any commands that need the level.
if ((ConsoleState == c_up || ConsoleState == c_rising) && cl_loadingscreens)
CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true);
}
else if (isShareware())
{
globalCutscenes.SharewareEnd.Create(runner);
}
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if (!ScreenJobValidate())
{
runner->Destroy();
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cutscene.runner = nullptr;
if (cutscene.completion) cutscene.completion(false);
cutscene.completion = nullptr;
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return;
}
gameaction = ga_intermission;
}
catch (...)
{
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if (runner) runner->Destroy();
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cutscene.runner = nullptr;
throw;
}
}