raze/source/common/startscreen/startscreen_strife.cpp

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/*
** st_start.cpp
** Handles the startup screen.
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 Randy Heit
** Copyright 2006-2022 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 "startscreen.h"
#include "filesystem.h"
#include "printf.h"
#include "image.h"
#include "textures.h"
#include "palettecontainer.h"
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#include "cmdlib.h"
// Strife startup screen
#define PEASANT_INDEX 0
#define LASER_INDEX 4
#define BOT_INDEX 6
#define ST_LASERSPACE_X 60
#define ST_LASERSPACE_Y 156
#define ST_LASERSPACE_WIDTH 200
#define ST_LASER_WIDTH 16
#define ST_LASER_HEIGHT 16
#define ST_BOT_X 14
#define ST_BOT_Y 138
#define ST_BOT_WIDTH 48
#define ST_BOT_HEIGHT 48
#define ST_PEASANT_X 262
#define ST_PEASANT_Y 136
#define ST_PEASANT_WIDTH 32
#define ST_PEASANT_HEIGHT 64
static const char* StrifeStartupPicNames[] =
{
"STRTPA1", "STRTPB1", "STRTPC1", "STRTPD1",
"STRTLZ1", "STRTLZ2",
"STRTBOT",
"STARTUP0"
};
class FStrifeStartScreen : public FStartScreen
{
public:
FStrifeStartScreen(int max_progress);
bool DoProgress(int) override;
protected:
void DrawStuff(int old_laser, int new_laser);
FBitmap StartupPics[4+2+1+1];
int NotchPos = 0;
};
//==========================================================================
//
// FStrifeStartScreen Constructor
//
// Shows the Strife startup screen. If the screen doesn't appear to be
// valid, it returns a failure code in hr.
//
// The startup background is a raw 320x200 image, however Strife only
// actually uses 95 rows from it, starting at row 57. The rest of the image
// is discarded. (What a shame.)
//
// The peasants are raw 32x64 images. The laser dots are raw 16x16 images.
// The bot is a raw 48x48 image. All use the standard PLAYPAL.
//
//==========================================================================
FStrifeStartScreen::FStrifeStartScreen(int max_progress)
: FStartScreen(max_progress)
{
StartupBitmap.Create(320, 200);
// at this point we do not have a working texture manager yet, so we have to do the lookup via the file system
// Load the background and animated overlays.
for (size_t i = 0; i < countof(StrifeStartupPicNames); ++i)
{
int lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i], FileSys::ns_graphics);
if (lumpnum < 0) lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i]);
if (lumpnum >= 0)
{
auto lumpr1 = FImageSource::GetImage(lumpnum, false);
if (lumpr1) StartupPics[i] = lumpr1->GetCachedBitmap(nullptr, FImageSource::normal);
}
}
if (StartupPics[7].GetWidth() != 320 || StartupPics[7].GetHeight() != 200)
{
I_Error("bad startscreen assets");
}
// Make the startup image appear.
DrawStuff(0, 0);
Scale = 2;
CreateHeader();
}
//==========================================================================
//
// FStrifeStartScreen :: Progress
//
// Bumps the progress meter one notch.
//
//==========================================================================
bool FStrifeStartScreen::DoProgress(int advance)
{
int notch_pos;
if (CurPos < MaxPos)
{
notch_pos = ((CurPos + 1) * (ST_LASERSPACE_WIDTH - ST_LASER_WIDTH)) / MaxPos;
if (notch_pos != NotchPos && !(notch_pos & 1))
{ // Time to update.
DrawStuff(NotchPos, notch_pos);
NotchPos = notch_pos;
StartupTexture->CleanHardwareData(true);
}
}
return FStartScreen::DoProgress(advance);
}
//==========================================================================
//
// FStrifeStartScreen :: DrawStuff
//
// Draws all the moving parts of Strife's startup screen. If you're
// running off a slow drive, it can look kind of good. Otherwise, it
// borders on crazy insane fast.
//
//==========================================================================
void FStrifeStartScreen::DrawStuff(int old_laser, int new_laser)
{
int y;
// Clear old laser
StartupBitmap.Blit(0, 0, StartupPics[7]);
// Draw new laser
auto& lp = StartupPics[LASER_INDEX + (new_laser & 1)];
StartupBitmap.Blit(ST_LASERSPACE_X + new_laser, ST_LASERSPACE_Y, lp);
// The bot jumps up and down like crazy.
y = max(0, (new_laser >> 1) % 5 - 2);
StartupBitmap.Blit(ST_BOT_X, ST_BOT_Y + y, StartupPics[BOT_INDEX]);
// The peasant desperately runs in place, trying to get away from the laser.
// Yet, despite all his limb flailing, he never manages to get anywhere.
auto& pp = StartupPics[PEASANT_INDEX + ((new_laser >> 1) & 3)];
StartupBitmap.Blit(ST_PEASANT_X, ST_PEASANT_Y, pp);
}
FStartScreen* CreateStrifeStartScreen(int max_progress)
{
return new FStrifeStartScreen(max_progress);
}