raze/source/common/cutscenes/screenjob.cpp

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/*
** screenjob.cpp
**
** Generic cutscene 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 "screenjob.h"
#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 "vm.h"
#include "c_bind.h"
#include "c_console.h"
#include "gamestate.h"
#include "printf.h"
#include "c_dispatch.h"
#include "s_music.h"
#include "m_argv.h"
#include "i_interface.h"
CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CutsceneState cutscene;
static int ticks;
//=============================================================================
//
//
//
//=============================================================================
void Job_Init()
{
static bool done = false;
if (!done)
{
done = true;
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GC::AddMarkerFunc([] { GC::Mark(cutscene.runner); });
}
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cutscene.runnerclass = PClass::FindClass("ScreenJobRunner");
if (!cutscene.runnerclass) I_FatalError("ScreenJobRunner not defined");
cutscene.runnerclasstype = NewPointer(cutscene.runnerclass);
}
//=============================================================================
//
//
//
//=============================================================================
VMFunction* LookupFunction(const char* qname, bool validate)
{
size_t p = strcspn(qname, ".");
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if (p == 0)
I_Error("Call to undefined function %s", qname);
FName clsname(qname, p, true);
FName funcname(qname + p + 1, true);
auto func = PClass::FindFunction(clsname, funcname);
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if (func == nullptr)
I_Error("Call to undefined function %s", qname);
if (validate)
{
// these conditions must be met by all functions for this interface.
if (func->Proto->ReturnTypes.Size() != 0) I_Error("Bad cutscene function %s. Return value not allowed", qname);
if (func->ImplicitArgs != 0) I_Error("Bad cutscene function %s. Must be static", qname);
}
return func;
}
//=============================================================================
//
//
//
//=============================================================================
void CallCreateFunction(const char* qname, DObject* runner)
{
auto func = LookupFunction(qname);
if (func->Proto->ArgumentTypes.Size() != 1) I_Error("Bad cutscene function %s. Must receive precisely one argument.", qname);
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if (func->Proto->ArgumentTypes[0] != cutscene.runnerclasstype) I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference.", qname);
VMValue val = runner;
VMCall(func, &val, 1, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
DObject* CreateRunner(bool clearbefore)
{
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auto obj = cutscene.runnerclass->CreateNew();
auto func = LookupFunction("ScreenJobRunner.Init", false);
VMValue val[3] = { obj, clearbefore, false };
VMCall(func, val, 3, nullptr, 0);
return obj;
}
//=============================================================================
//
//
//
//=============================================================================
void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps)
{
auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false);
VMValue val[] = { runner, &fn, soundid, fps };
VMCall(func, val, 4, nullptr, 0);
}
//=============================================================================
//
//
//
//=============================================================================
int CutsceneDef::GetSound()
{
FSoundID id = INVALID_SOUND;
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if (soundName.IsNotEmpty()) id = soundEngine->FindSound(soundName.GetChars());
if (id == INVALID_SOUND) id = soundEngine->FindSoundByResID(soundID);
return id.index();
}
void CutsceneDef::Create(DObject* runner)
{
if (function.IsNotEmpty())
{
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CallCreateFunction(function.GetChars(), runner);
}
else if (video.IsNotEmpty())
{
AddGenericVideo(runner, video, GetSound(), framespersec);
}
}
//=============================================================================
//
//
//
//=============================================================================
void DeleteScreenJob()
{
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if (cutscene.runner) cutscene.runner->Destroy();
cutscene.runner = nullptr;
}
void EndScreenJob()
{
DeleteScreenJob();
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if (cutscene.completion) cutscene.completion(false);
cutscene.completion = nullptr;
}
//=============================================================================
//
//
//
//=============================================================================
bool ScreenJobResponder(event_t* ev)
{
if (ev->type == EV_KeyDown)
{
// We never reach the key binding checks in G_Responder, so for the console we have to check for ourselves here.
auto binding = Bindings.GetBinding(ev->data1);
if (binding.CompareNoCase("toggleconsole") == 0)
{
C_ToggleConsole();
return true;
}
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if (binding.CompareNoCase("screenshot") == 0)
{
C_DoCommand("screenshot");
return true;
}
}
FInputEvent evt = ev;
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if (cutscene.runner)
{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnEvent)
{
int result = 0;
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VMValue parm[] = { cutscene.runner, &evt };
VMReturn ret(&result);
VMCall(func, parm, 2, &ret, 1);
return result;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool ScreenJobTick()
{
ticks++;
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if (cutscene.runner)
{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnTick)
{
int result = 0;
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VMValue parm[] = { cutscene.runner };
VMReturn ret(&result);
VMCall(func, parm, 1, &ret, 1);
return result;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void ScreenJobDraw()
{
double smoothratio = I_GetTimeFrac();
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if (cutscene.runner)
{
twod->ClearScreen();
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, RunFrame)
{
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VMValue parm[] = { cutscene.runner, smoothratio };
VMCall(func, parm, 2, nullptr, 0);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
bool ScreenJobValidate()
{
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if (cutscene.runner)
{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, Validate)
{
int res;
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VMValue parm[] = { cutscene.runner };
VMReturn ret(&res);
VMCall(func, parm, 1, &ret, 1);
I_ResetFrameTime();
return res;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool StartCutscene(CutsceneDef& cs, int flags, const CompletionFunc& completion_)
{
if ((cs.function.IsNotEmpty() || cs.video.IsNotEmpty()) && cs.function.CompareNoCase("none") != 0)
{
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cutscene.completion = completion_;
cutscene.runner = CreateRunner();
GC::WriteBarrier(cutscene.runner);
try
{
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cs.Create(cutscene.runner);
if (!ScreenJobValidate())
{
DeleteScreenJob();
return false;
}
if (sysCallbacks.StartCutscene) sysCallbacks.StartCutscene(flags & SJ_BLOCKUI);
}
catch (...)
{
DeleteScreenJob();
throw;
}
return true;
}
return false;
}
bool StartCutscene(const char* s, int flags, const CompletionFunc& completion)
{
CutsceneDef def;
def.function = s;
return StartCutscene(def, flags, completion);
}
//=============================================================================
//
// initiates a screen wipe. Needs to call the game code for it.
//
//=============================================================================
DEFINE_ACTION_FUNCTION(DScreenJobRunner, setTransition)
{
PARAM_PROLOGUE;
PARAM_INT(type);
if (type && sysCallbacks.SetTransition) sysCallbacks.SetTransition(type);
return 0;
}
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//=============================================================================
//
// to block wipes on cutscenes that cannot handle it
//
//=============================================================================
bool CanWipe()
{
if (cutscene.runner == nullptr) return true;
IFVM(ScreenJobRunner, CanWipe)
{
int can;
VMReturn ret(&can);
VMValue param = cutscene.runner;
VMCall(func, &param, 1, &ret, 1);
return can;
}
return true;
}
//=============================================================================
//
//
//
//=============================================================================
CCMD(testcutscene)
{
if (argv.argc() < 2)
{
Printf("Usage: testcutscene <buildfunction>\n");
return;
}
try
{
if (StartCutscene(argv[1], 0, [](bool) {}))
{
C_HideConsole();
}
}
catch (const CRecoverableError& err)
{
Printf(TEXTCOLOR_RED "Unable to play cutscene: %s\n", err.what());
}
}