raze/source/games/duke/src/2d_d.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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
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aint with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
// this file collects all 2D content of the game that was scattered across multiple sources originally.
// All this should transition to a more modern, preferably localization friendly, approach later.
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#include "ns.h"
#include "duke3d.h"
#include "names_d.h"
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#include "animtexture.h"
#include "animlib.h"
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#include "raze_music.h"
#include "mapinfo.h"
#include "screenjob.h"
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#include "texturemanager.h"
#include "buildtiles.h"
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#include "mapinfo.h"
#include "c_dispatch.h"
#include "gamestate.h"
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BEGIN_DUKE_NS
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//==========================================================================
//
// Sets up the game fonts.
//
//==========================================================================
void InitFonts_d()
{
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GlyphSet fontdata;
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// Small font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(STARTALPHANUM + i);
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if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
{
fontdata.Insert('!' + i, tile);
tile->SetOffsetsNotForFont();
}
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}
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 5, false, false, false, &fontdata);
fontdata.Clear();
// Big font
// This font is VERY messy...
fontdata.Insert('_', tileGetTexture(BIGALPHANUM - 11));
fontdata.Insert('-', tileGetTexture(BIGALPHANUM - 11));
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(BIGALPHANUM - 10 + i));
for (int i = 0; i < 26; i++) fontdata.Insert('A' + i, tileGetTexture(BIGALPHANUM + i));
fontdata.Insert('.', tileGetTexture(BIGPERIOD));
fontdata.Insert(',', tileGetTexture(BIGCOMMA));
fontdata.Insert('!', tileGetTexture(BIGX));
fontdata.Insert('?', tileGetTexture(BIGQ));
fontdata.Insert(';', tileGetTexture(BIGSEMI));
fontdata.Insert(':', tileGetTexture(BIGCOLIN));
fontdata.Insert('\\', tileGetTexture(BIGALPHANUM + 68));
fontdata.Insert('/', tileGetTexture(BIGALPHANUM + 68));
fontdata.Insert('%', tileGetTexture(BIGALPHANUM + 69));
fontdata.Insert('`', tileGetTexture(BIGAPPOS));
fontdata.Insert('"', tileGetTexture(BIGAPPOS));
fontdata.Insert('\'', tileGetTexture(BIGAPPOS));
// The texture offsets in this font are useless for font printing. This should only apply to these glyphs, not for international extensions, though.
GlyphSet::Iterator it(fontdata);
GlyphSet::Pair* pair;
while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
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BigFont = new ::FFont("BigFont", nullptr, "defbigfont", 0, 0, 0, -1, 5, false, false, false, &fontdata);
fontdata.Clear();
// Tiny font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(MINIFONT + i);
if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
fontdata.Insert('!' + i, tile);
}
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 3, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
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// SBAR index font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(THREEBYFIVE + i));
fontdata.Insert(':', tileGetTexture(THREEBYFIVE + 10));
fontdata.Insert('/', tileGetTexture(THREEBYFIVE + 11));
fontdata.Insert('%', tileGetTexture(MINIFONT + '%' - '!'));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator iti(fontdata);
while (iti.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
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IndexFont = new ::FFont("IndexFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
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fontdata.Clear();
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// digital font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(DIGITALNUM + i));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator itd(fontdata);
while (itd.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
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DigiFont = new ::FFont("DigiFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
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}
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//==========================================================================
//
// wrappers around DrawText to allow easier reuse of the old code.
// The vertical displacements are to have the same positioning as with the original code.
//
//==========================================================================
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static void BigText(double x, double y, const char* text, double alpha = 1.)
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{
auto width = BigFont->StringWidth(text);
DrawText(twod, BigFont, CR_UNTRANSLATED, x - width / 2, y - 12, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Alpha, alpha, TAG_DONE);
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}
static void GameText(double x, double y, const char* t, int shade, int align = -1, int trans = 0)
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{
if (align != -1)
x -= SmallFont->StringWidth(t) * (align == 0 ? 0.5 : 1);
int light = Scale(numshades - shade, 255, numshades);
PalEntry pe(255, light, light, light);
DrawText(twod, SmallFont, CR_UNDEFINED, x, y + 2, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE);
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}
static void MiniText(double x, double y, const char* t, int shade, int align = -1, int trans = 0)
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{
if (align != -1)
x -= SmallFont2->StringWidth(t) * (align == 0 ? 0.5 : 1);
int light = Scale(numshades - shade, 255, numshades);
PalEntry pe(255, light, light, light);
DrawText(twod, SmallFont2, CR_UNDEFINED, x, y, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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class DDRealmsScreen : public DScreenJob
{
public:
DDRealmsScreen() : DScreenJob(fadein | fadeout) {}
int Frame(uint64_t clock, bool skiprequest) override
{
const uint64_t duration = 7'000'000'000;
const auto tex = tileGetTexture(DREALMS, true);
const int translation = TRANSLATION(Translation_BasePalettes, DREALMSPAL);
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twod->ClearScreen();
DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, 3, DTA_TranslationIndex, translation, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
return skiprequest ? -1 : clock < duration ? 1 : 0;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DTitleScreen : public DScreenJob
{
int soundanm = 0;
public:
DTitleScreen() : DScreenJob(fadein | fadeout) {}
int Frame(uint64_t nsclock, bool skiprequest) override
{
twod->ClearScreen();
int clock = nsclock * 120 / 1'000'000'000;
auto translation = TRANSLATION(Translation_BasePalettes, TITLEPAL);
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(BETASCREEN, true), 0, 0, DTA_FullscreenEx, 3, DTA_TranslationIndex, translation, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
if (soundanm == 0 && clock >= 120 && clock < 120 + 60)
{
soundanm = 1;
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S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
if (soundanm == 1 && clock > 220 && clock < (220 + 30))
{
soundanm = 2;
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S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
if (soundanm == 2 && clock >= 280 && clock < 395)
{
soundanm = 3;
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S_PlaySound(FLY_BY, CHAN_AUTO, CHANF_UI);
}
else if (soundanm == 3 && clock >= 395)
{
soundanm = 4;
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S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
double scale = clamp(clock - 120, 0, 60) / 64.;
if (scale > 0.)
DrawTexture(twod, tileGetTexture(DUKENUKEM, true), 160, 104, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, translation, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
scale = clamp(clock - 220, 0, 30) / 32.;
if (scale > 0.)
DrawTexture(twod, tileGetTexture(THREEDEE, true), 160, 129, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, translation, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
if (PLUTOPAK)
{
scale = (410 - clamp(clock, 280, 395)) / 16.;
if (scale > 0. && clock > 280)
DrawTexture(twod, tileGetTexture(PLUTOPAKSPRITE+1, true), 160, 151, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, translation, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
if (clock > (860 + 120))
{
return 0;
}
return skiprequest ? -1 : 1;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void Logo_d(const CompletionFunc &completion)
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{
Mus_Stop();
FX_StopAllSounds(); // JBF 20031228
static const AnimSound logosound[] =
{
{ 1, FLY_BY+1 },
{ 19, PIPEBOMB_EXPLODE+1 },
{ -1, -1 }
};
static const int logoframetimes[] = { 9, 9, 9 };
JobDesc jobs[3];
int job = 0;
if (VOLUMEALL) jobs[job++] = { PlayVideo("logo.anm", logosound, logoframetimes), []() { S_PlaySpecialMusic(MUS_INTRO); } };
if (!isNam()) jobs[job++] = { Create<DDRealmsScreen>(), nullptr };
jobs[job++] = { Create<DTitleScreen>(), []() { S_PlaySound(NITEVISION_ONOFF, CHAN_AUTO, CHANF_UI); } };
RunScreenJob(jobs, job, completion, true, true);
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}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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class DEpisode1End1 : public DScreenJob
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{
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int bonuscnt = 0;
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public:
DEpisode1End1() : DScreenJob(fadein | fadeout) {}
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int Frame(uint64_t nsclock, bool skiprequest) override
{
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static const int breathe[] =
{
0, 30,VICTORY1 + 1,176,59,
30, 60,VICTORY1 + 2,176,59,
60, 90,VICTORY1 + 1,176,59,
90, 120,0 ,176,59
};
static const int bossmove[] =
{
0, 120,VICTORY1 + 3,86,59,
220, 260,VICTORY1 + 4,86,59,
260, 290,VICTORY1 + 5,86,59,
290, 320,VICTORY1 + 6,86,59,
320, 350,VICTORY1 + 7,86,59,
350, 380,VICTORY1 + 8,86,59
};
auto translation = TRANSLATION(Translation_BasePalettes, ENDINGPAL);
int totalclock = nsclock * 120 / 1'000'000'000;
uint64_t span = nsclock / 1'000'000;
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(VICTORY1, true), 0, 50, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_TranslationIndex, translation, DTA_LegacyRenderStyle, STYLE_Normal, DTA_TopLeft, true, TAG_DONE);
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// boss
if (totalclock > 390 && totalclock < 780)
for (int t = 0; t < 35; t += 5) if (bossmove[t + 2] && (totalclock % 390) > bossmove[t] && (totalclock % 390) <= bossmove[t + 1])
{
if (t == 10 && bonuscnt == 1)
{
S_PlaySound(SHOTGUN_FIRE, CHAN_AUTO, CHANF_UI);
S_PlaySound(SQUISHED, CHAN_AUTO, CHANF_UI);
bonuscnt++;
}
DrawTexture(twod, tileGetTexture(bossmove[t + 2], true), bossmove[t + 3], bossmove[t + 4], DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_TranslationIndex, translation, DTA_TopLeft, true, TAG_DONE);
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}
// Breathe
if (totalclock < 450 || totalclock >= 750)
{
if (totalclock >= 750)
{
DrawTexture(twod, tileGetTexture(VICTORY1 + 8, true), 86, 59, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_TranslationIndex, translation, DTA_TopLeft, true, TAG_DONE);
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if (totalclock >= 750 && bonuscnt == 2)
{
S_PlaySound(DUKETALKTOBOSS, CHAN_AUTO, CHANF_UI);
bonuscnt++;
}
}
for (int t = 0; t < 20; t += 5)
if (breathe[t + 2] && (totalclock % 120) > breathe[t] && (totalclock % 120) <= breathe[t + 1])
{
if (t == 5 && bonuscnt == 0)
{
S_PlaySound(BOSSTALKTODUKE, CHAN_AUTO, CHANF_UI);
bonuscnt++;
}
DrawTexture(twod, tileGetTexture(breathe[t + 2], true), breathe[t + 3], breathe[t + 4], DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_TranslationIndex, translation, DTA_TopLeft, true, TAG_DONE);
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}
}
// Only end after having faded out.
return skiprequest ? -1 : 1;
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}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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class DBlackScreen : public DScreenJob
{
int wait;
public:
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DBlackScreen(int w) : wait(w) {}
int Frame(uint64_t clock, bool skiprequest)
{
int span = int(clock / 1'000'000);
twod->ClearScreen();
return span < wait ? 1 : -1;
}
};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DEpisode3End : public DImageScreen
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{
int sound = 0;
int64_t waittime = 0;
public:
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FGameTexture* getTexture()
{
// Here we must provide a real texture, even if invalid, so that the sounds play.
auto texid = TexMan.CheckForTexture("radlogo.anm", ETextureType::Any, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ForceLookup);
if (texid.isValid()) return TexMan.GetGameTexture(texid);
else return TexMan.GameByIndex(0);
}
public:
DEpisode3End() : DImageScreen(getTexture(), fadein|fadeout)
{
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}
int Frame(uint64_t clock, bool skiprequest)
{
switch (sound)
{
case 0:
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S_PlaySound(ENDSEQVOL3SND5, CHAN_AUTO, CHANF_UI);
sound++;
break;
case 1:
if (!S_CheckSoundPlaying(ENDSEQVOL3SND5))
{
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S_PlaySound(ENDSEQVOL3SND6, CHAN_AUTO, CHANF_UI);
sound++;
}
break;
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case 2:
if (!S_CheckSoundPlaying(ENDSEQVOL3SND6))
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{
S_PlaySound(ENDSEQVOL3SND7, CHAN_AUTO, CHANF_UI);
sound++;
}
break;
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case 3:
if (!S_CheckSoundPlaying(ENDSEQVOL3SND7))
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{
S_PlaySound(ENDSEQVOL3SND8, CHAN_AUTO, CHANF_UI);
sound++;
}
break;
case 4:
if (!S_CheckSoundPlaying(ENDSEQVOL3SND8))
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{
S_PlaySound(ENDSEQVOL3SND9, CHAN_AUTO, CHANF_UI);
sound++;
}
break;
case 5:
if (!S_CheckSoundPlaying(ENDSEQVOL3SND8))
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{
sound++;
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waittime = clock + (SoundEnabled()? 1'000'000'000 : 5'000'000'000); // if sound is off this wouldn't wait without a longer delay here.
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}
break;
case 6:
if (PLUTOPAK)
{
if (clock > waittime) skiprequest = true;
}
break;
default:
break;
}
int ret = DImageScreen::Frame(clock, skiprequest);
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if (ret != 1) FX_StopAllSounds();
return ret;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DEpisode4Text : public DScreenJob
{
public:
DEpisode4Text() : DScreenJob(fadein | fadeout) {}
int Frame(uint64_t clock, bool skiprequest)
{
twod->ClearScreen();
BigText(160, 60, GStrings("Thanks to all our"));
BigText(160, 60 + 16, GStrings("fans for giving"));
BigText(160, 60 + 16 + 16, GStrings("us big heads."));
BigText(160, 70 + 16 + 16 + 16, GStrings("Look for a Duke Nukem 3D"));
BigText(160, 70 + 16 + 16 + 16 + 16, GStrings("sequel soon."));
return skiprequest ? -1 : 1;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DEpisode5End : public DImageScreen
{
int sound = 0;
public:
DEpisode5End() : DImageScreen(FIREFLYGROWEFFECT, fadein|fadeout)
{
}
int Frame(uint64_t clock, bool skiprequest)
{
switch (sound)
{
case 0:
sound++;
break;
case 1:
S_PlaySound(E5L7_DUKE_QUIT_YOU, CHAN_AUTO, CHANF_UI);
sound++;
break;
default:
break;
}
int ret = DImageScreen::Frame(clock, skiprequest);
if (ret != 1) FX_StopAllSounds();
return ret;
}
};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void bonussequence_d(int num, JobDesc *jobs, int &job)
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{
static const AnimSound cineov2sound[] =
{
{ 1, WIND_AMBIENCE+1 },
{ 26, ENDSEQVOL2SND1+1 },
{ 36, ENDSEQVOL2SND2+1 },
{ 54, THUD+1 },
{ 62, ENDSEQVOL2SND3+1 },
{ 75, ENDSEQVOL2SND4 + 1 },
{ 81, ENDSEQVOL2SND5 + 1 },
{ 115, ENDSEQVOL2SND6 + 1 },
{ 124, ENDSEQVOL2SND7 + 1 },
{ -1, -1 }
};
static const AnimSound cineov3sound[] =
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{
{ 1, WIND_REPEAT + 1 },
{ 98, DUKE_GRUNT + 1 },
{ 102, THUD + 1 },
{ 102, SQUISHED + 1 },
{ 124, ENDSEQVOL3SND3 + 1 },
{ 134, ENDSEQVOL3SND2 + 1 },
{ 158, PIPEBOMB_EXPLODE + 1 },
{ -1,-1 }
};
static const AnimSound vol4e1[] =
{
{ 3, DUKE_UNDERWATER+1 },
{ 35, VOL4ENDSND1+1 },
{ -1,-1 }
};
static const AnimSound vol4e2[] =
{
{ 11, DUKE_UNDERWATER+1 },
{ 20, VOL4ENDSND1+1 },
{ 39, VOL4ENDSND2+1 },
{ 50, -1 },
{ -1,-1 }
};
static const AnimSound vol4e3[] =
{
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{ 1, BOSS4_DEADSPEECH+1 },
{ 40, VOL4ENDSND1+1 },
{ 40, DUKE_UNDERWATER+1 },
{ 50, BIGBANG+1 },
{ -1,-1 }
};
static const int framespeed_10[] = { 10, 10, 10 };
static const int framespeed_14[] = { 14, 14, 14 };
static const int framespeed_18[] = { 18, 18, 18 };
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switch (num)
{
case 0:
jobs[job++] = { Create<DEpisode1End1>(), nullptr };
jobs[job++] = { Create<DImageScreen>(E1ENDSCREEN), nullptr };
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break;
case 1:
jobs[job++] = { PlayVideo("cineov2.anm", cineov2sound, framespeed_18), []() { S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI); } };
jobs[job++] = { Create<DImageScreen>(E2ENDSCREEN), []() { FX_StopAllSounds(); } };
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break;
case 2:
jobs[job++] = { PlayVideo("cineov3.anm", cineov3sound, framespeed_10), nullptr };
jobs[job++] = { Create<DBlackScreen>(200), []() { FX_StopAllSounds(); } };
jobs[job++] = { Create<DEpisode3End>(), []() { if (!PLUTOPAK) S_PlaySound(ENDSEQVOL3SND4, CHAN_AUTO, CHANF_UI); } };
if (!PLUTOPAK) jobs[job++] = { Create<DImageScreen>(TexMan.GetGameTextureByName("DUKETEAM.ANM", false, FTextureManager::TEXMAN_ForceLookup)), []() { FX_StopAllSounds(); } };
break;
case 3:
jobs[job++] = { PlayVideo("vol4e1.anm", vol4e1, framespeed_10), nullptr };
jobs[job++] = { PlayVideo("vol4e2.anm", vol4e2, framespeed_10), nullptr };
jobs[job++] = { PlayVideo("vol4e3.anm", vol4e3, framespeed_10), []() { S_PlaySound(ENDSEQVOL3SND4, CHAN_AUTO, CHANF_UI); } };
jobs[job++] = { Create<DEpisode4Text>(), nullptr };
jobs[job++] = { Create<DImageScreen>(TexMan.GetGameTextureByName("DUKETEAM.ANM", false, FTextureManager::TEXMAN_ForceLookup)), []() { FX_StopAllSounds(); } };
break;
case 4:
jobs[job++] = { Create<DEpisode5End>(), []() { FX_StopAllSounds(); } };
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break;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void showtwoscreens(const CompletionFunc& completion)
{
JobDesc jobs[2];
int job = 0;
jobs[job++] = { Create<DImageScreen>(3291), nullptr };
jobs[job++] = { Create<DImageScreen>(3290), nullptr };
RunScreenJob(jobs, job, completion);
}
void doorders(const CompletionFunc& completion)
{
JobDesc jobs[4];
int job = 0;
for (int i = 0; i < 4; i++)
jobs[job++] = { Create<DImageScreen>(ORDERING + i), nullptr };
RunScreenJob(jobs, job, completion);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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class DDukeMultiplayerBonusScreen : public DScreenJob
{
int playerswhenstarted;
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public:
DDukeMultiplayerBonusScreen(int pws) : DScreenJob(fadein|fadeout)
{
playerswhenstarted = pws;
S_PlayBonusMusic();
}
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int Frame(uint64_t clock, bool skiprequest)
{
char tempbuf[32];
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int totalclock = int(clock * 120 / 1'000'000'000);
twod->ClearScreen();
DrawTexture(twod, tileGetTexture(MENUSCREEN), 0, 0, DTA_FullscreenEx, 3, DTA_Color, 0xff808080, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
DrawTexture(twod, tileGetTexture(INGAMEDUKETHREEDEE, true), 160, 34, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffsetRel, true, TAG_DONE);
if (PLUTOPAK)
DrawTexture(twod, tileGetTexture(PLUTOPAKSPRITE+2, true), 260, 36, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffsetRel, true, TAG_DONE);
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GameText(160, 58 + 2, GStrings("Multiplayer Totals"), 0, 0);
GameText(160, 58 + 10, currentLevel->DisplayName(), 0, 0);
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GameText(160, 165, GStrings("Presskey"), 8 - int(sin(totalclock / 10.) * 8), 0);
int t = 0;
MiniText(38, 80, GStrings("Name"), 0, -1, 8);
MiniText(269+20, 80, GStrings("Kills"), 0, 1, 8);
for (int i = 0; i < playerswhenstarted; i++)
{
mysnprintf(tempbuf, 32, "%-4d", i + 1);
MiniText(92 + (i * 23), 80, tempbuf, 0, -1, 3);
}
for (int i = 0; i < playerswhenstarted; i++)
{
int xfragtotal = 0;
mysnprintf(tempbuf, 32, "%d", i + 1);
MiniText(30, 90 + t, tempbuf, 0);
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MiniText(38, 90 + t, ud.user_name[i], 0, -1, ps[i].palookup);
for (int y = 0; y < playerswhenstarted; y++)
{
int frag = frags[i][y];
if (i == y)
{
mysnprintf(tempbuf, 32, "%-4d", ps[y].fraggedself);
MiniText(92 + (y * 23), 90 + t, tempbuf, 0, -1, 2);
xfragtotal -= ps[y].fraggedself;
}
else
{
mysnprintf(tempbuf, 32, "%-4d", frag);
MiniText(92 + (y * 23), 90 + t, tempbuf, 0);
xfragtotal += frag;
}
/*
if (myconnectindex == connecthead)
{
mysnprintf(tempbuf, 32, "stats %ld killed %ld %ld\n", i + 1, y + 1, frag);
sendscore(tempbuf);
}
*/
}
mysnprintf(tempbuf, 32, "%-4d", xfragtotal);
MiniText(101 + (8 * 23), 90 + t, tempbuf, 0, -1, 2);
t += 7;
}
for (int y = 0; y < playerswhenstarted; y++)
{
int yfragtotal = 0;
for (int i = 0; i < playerswhenstarted; i++)
{
if (i == y)
yfragtotal += ps[i].fraggedself;
int frag = frags[i][y];
yfragtotal += frag;
}
mysnprintf(tempbuf, 32, "%-4d", yfragtotal);
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MiniText(92 + (y * 23), 96 + (8 * 7), tempbuf, 0, -1, 2);
}
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MiniText(45, 96 + (8 * 7), GStrings("Deaths"), 0, -1, 8);
return skiprequest ? -1 : 1;
}
};
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DDukeLevelSummaryScreen : public DScreenJob
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{
const char* lastmapname;
int gfx_offset;
int bonuscnt = 0;
void SetTotalClock(int tc)
{
SetClock(tc * (uint64_t)1'000'000'000 / 120);
}
public:
DDukeLevelSummaryScreen() : DScreenJob(fadein | fadeout)
{
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int vol = volfromlevelnum(currentLevel->levelNumber);
gfx_offset = BONUSSCREEN + ((vol == 1) ? 5 : 0);
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lastmapname = currentLevel->DisplayName();
S_PlayBonusMusic();
}
void FormatTime(int time, char* tempbuf)
{
mysnprintf(tempbuf, 32, "%02d:%02d", (time / (26 * 60)) % 60, (time / 26) % 60);
}
void PrintTime(int totalclock)
{
char tempbuf[32];
GameText(10, 59 + 9, GStrings("TXT_YourTime"), 0);
GameText(10, 69 + 9, GStrings("TXT_ParTime"), 0);
if (!isNamWW2GI())
GameText(10, 78 + 9, GStrings("TXT_3DRTIME"), 0);
if (bonuscnt == 0)
bonuscnt++;
if (totalclock > (60 * 4))
{
if (bonuscnt == 1)
{
bonuscnt++;
S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
FormatTime(ps[myconnectindex].player_par, tempbuf);
GameText((320 >> 2) + 71, 60 + 9, tempbuf, 0);
FormatTime(currentLevel->parTime, tempbuf);
GameText((320 >> 2) + 71, 69 + 9, tempbuf, 0);
if (!isNamWW2GI())
{
FormatTime(currentLevel->designerTime, tempbuf);
GameText((320 >> 2) + 71, 78 + 9, tempbuf, 0);
}
}
}
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void PrintKills(int totalclock)
{
char tempbuf[32];
GameText(10, 94 + 9, GStrings("TXT_EnemiesKilled"), 0);
GameText(10, 99 + 4 + 9, GStrings("TXT_EnemiesLeft"), 0);
if (bonuscnt == 2)
{
bonuscnt++;
S_PlaySound(FLY_BY, CHAN_AUTO, CHANF_UI);
}
if (totalclock > (60 * 7))
{
if (bonuscnt == 3)
{
bonuscnt++;
S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
mysnprintf(tempbuf, 32, "%-3d", ps[myconnectindex].actors_killed);
GameText((320 >> 2) + 70, 93 + 9, tempbuf, 0);
if (ud.player_skill > 3)
{
mysnprintf(tempbuf, 32, "%s", GStrings("TXT_N_A"));
GameText((320 >> 2) + 70, 99 + 4 + 9, tempbuf, 0);
}
else
{
if ((ps[myconnectindex].max_actors_killed - ps[myconnectindex].actors_killed) < 0)
mysnprintf(tempbuf, 32, "%-3d", 0);
else mysnprintf(tempbuf, 32, "%-3d", ps[myconnectindex].max_actors_killed - ps[myconnectindex].actors_killed);
GameText((320 >> 2) + 70, 99 + 4 + 9, tempbuf, 0);
}
}
}
void PrintSecrets(int totalclock)
{
char tempbuf[32];
GameText(10, 120 + 9, GStrings("TXT_SECFND"), 0);
GameText(10, 130 + 9, GStrings("TXT_SECMISS"), 0);
if (bonuscnt == 4) bonuscnt++;
if (totalclock > (60 * 10))
{
if (bonuscnt == 5)
{
bonuscnt++;
S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI);
}
mysnprintf(tempbuf, 32, "%-3d", ps[myconnectindex].secret_rooms);
GameText((320 >> 2) + 70, 120 + 9, tempbuf, 0);
if (ps[myconnectindex].secret_rooms > 0)
sprintf(tempbuf, "%-3d", (100 * ps[myconnectindex].secret_rooms / ps[myconnectindex].max_secret_rooms));
mysnprintf(tempbuf, 32, "%-3d", ps[myconnectindex].max_secret_rooms - ps[myconnectindex].secret_rooms);
GameText((320 >> 2) + 70, 130 + 9, tempbuf, 0);
}
}
int Frame(uint64_t clock, bool skiprequest)
{
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twod->ClearScreen();
int totalclock = int(clock * 120 / 1'000'000'000);
DrawTexture(twod, tileGetTexture(gfx_offset, true), 0, 0, DTA_FullscreenEx, 3, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
if (lastmapname) BigText(160, 20 - 6, lastmapname);
BigText(160, 36 - 6, GStrings("Completed"));
GameText(160, 190, GStrings("PRESSKEY"), 8 - int(sin(totalclock / 10.) * 8), 0);
if (totalclock > (60 * 3))
{
PrintTime(totalclock);
}
if (totalclock > (60 * 6))
{
PrintKills(totalclock);
}
if (totalclock > (60 * 9))
{
PrintSecrets(totalclock);
}
if (totalclock >= (1000000000L) && totalclock < (1000000320L))
{
switch ((totalclock >> 4) % 15)
{
case 0:
if (bonuscnt == 6)
{
bonuscnt++;
S_PlaySound(SHOTGUN_COCK, CHAN_AUTO, CHANF_UI);
S_PlaySound(BONUS_SPEECH1 + (rand() & 3), CHAN_AUTO, CHANF_UI);
}
case 1:
case 4:
case 5:
DrawTexture(twod, tileGetTexture(gfx_offset + 3), 199, 31, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, TAG_DONE);
break;
case 2:
case 3:
DrawTexture(twod, tileGetTexture(gfx_offset + 4), 199, 31, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, TAG_DONE);
break;
}
}
else if (totalclock > (10240 + 120L)) return 0;
else
{
switch((totalclock >> 5) & 3)
{
case 1:
case 3:
DrawTexture(twod, tileGetTexture(gfx_offset + 1), 199, 31, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, TAG_DONE);
break;
case 2:
DrawTexture(twod, tileGetTexture(gfx_offset + 2), 199, 31, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, TAG_DONE);
break;
}
}
if (totalclock > 10240 && totalclock < 10240 + 10240)
SetTotalClock(1024);
if (skiprequest && totalclock > (60 * 2))
{
skiprequest = false;
if (totalclock < (60 * 13))
{
SetTotalClock(60 * 13);
}
else if (totalclock < (1000000000))
SetTotalClock(1000000000);
}
return 1;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dobonus_d(bool bonusonly, const CompletionFunc& completion)
{
JobDesc jobs[20];
int job = 0;
FX_StopAllSounds();
Mus_Stop();
if (!bonusonly && numplayers < 2 && ud.eog && ud.from_bonus == 0)
{
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bonussequence_d(volfromlevelnum(currentLevel->levelNumber), jobs, job);
}
if (playerswhenstarted > 1 && ud.coop != 1)
{
jobs[job++] = { Create<DDukeMultiplayerBonusScreen>(playerswhenstarted) };
}
else if (!bonusonly && ud.multimode <= 1)
{
jobs[job++] = { Create<DDukeLevelSummaryScreen>() };
}
if (job)
RunScreenJob(jobs, job, completion);
else if (completion) completion(false);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void e4intro(const CompletionFunc& completion)
{
JobDesc jobs[5];
int job = 0;
static const AnimSound vol42a[] =
{
{ 1, INTRO4_B + 1 },
{ 12, SHORT_CIRCUIT + 1 },
{ 18, INTRO4_5 + 1 },
{ 34, SHORT_CIRCUIT + 1 },
{ -1,-1 }
};
static const AnimSound vol41a[] =
{
{ 1, INTRO4_1 + 1 },
{ 7, INTRO4_3 + 1 },
{ 12, INTRO4_2 + 1 },
{ 26, INTRO4_4 + 1 },
{ -1,-1 }
};
static const AnimSound vol43a[] =
{
{ 10, INTRO4_6 + 1 },
{ -1,-1 }
};
static const int framespeed_10[] = { 10, 10, 10 };
static const int framespeed_14[] = { 14, 14, 14 };
S_PlaySpecialMusic(MUS_BRIEFING);
jobs[job++] = { PlayVideo("vol41a.anm", vol41a, framespeed_10), nullptr };
jobs[job++] = { PlayVideo("vol42a.anm", vol42a, framespeed_14), nullptr, true };
jobs[job++] = { PlayVideo("vol43a.anm", vol43a, framespeed_10), nullptr, true };
RunScreenJob(jobs, job, completion);
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DDukeLoadScreen : public DScreenJob
{
std::function<int(void)> callback;
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MapRecord* rec;
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public:
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DDukeLoadScreen(MapRecord *maprec, std::function<int(void)> callback_) : DScreenJob(fadein|fadeout), callback(callback_), rec(maprec) {}
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int Frame(uint64_t clock, bool skiprequest)
{
DrawTexture(twod, tileGetTexture(LOADSCREEN), 0, 0, DTA_FullscreenEx, 3, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
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BigText(160, 90, (rec->flags & MI_USERMAP)? GStrings("TXT_LOADUM") : GStrings("TXT_LOADING"));
BigText(160, 114, rec->DisplayName());
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// Initiate the level load once the page has been faded in completely.
if (callback && GetFadeState() == visible)
{
callback();
callback = nullptr;
}
if (clock > 5'000'000'000) return 0; // make sure the screen stays long enough to be seen.
return skiprequest? -1 : 1;
}
};
void PrintPaused_d()
{
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BigText(160, 100, GStrings("Game Paused"));
}
void PrintLevelName_d(double alpha)
{
BigText(160, 114, currentLevel->DisplayName(), alpha);
}
// Utility for testing the above screens
CCMD(testscreen)
{
JobDesc jobs[10];
int job = 0;
C_HideConsole();
FX_StopAllSounds();
Mus_Stop();
auto gs = gamestate;
auto completion = [=](bool)
{
if (gs == GS_LEVEL || gs == GS_DEMOSCREEN) gamestate = gs;
else gamestate = GS_STARTUP;
};
if (argv.argc() > 1)
{
int screen = strtol(argv[1], nullptr, 0);
switch (screen)
{
case 0:
case 1:
case 2:
case 3:
case 4:
bonussequence_d(screen, jobs, job);
RunScreenJob(jobs, job, completion);
break;
case 5:
e4intro(nullptr);
break;
case 6:
jobs[job++] = { Create<DDukeMultiplayerBonusScreen>(6) };
RunScreenJob(jobs, job, completion);
break;
case 7:
showtwoscreens(nullptr);
break;
case 8:
doorders(nullptr);
break;
case 9:
jobs[job++] = { Create<DDukeLevelSummaryScreen>() };
RunScreenJob(jobs, job, completion);
break;
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case 10:
ud.eog = true;
jobs[job++] = { Create<DDukeLevelSummaryScreen>() };
RunScreenJob(jobs, job, completion);
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ud.eog = false;
break;
}
}
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}
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END_DUKE_NS