//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT 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 along with this program; if not, write to the Free Software 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 */ //------------------------------------------------------------------------- // 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. #include "ns.h" #include "duke3d.h" #include "names_r.h" #include "animtexture.h" #include "animlib.h" #include "raze_music.h" #include "mapinfo.h" #include "screenjob.h" #include "texturemanager.h" BEGIN_DUKE_NS //========================================================================== // // Sets up the game fonts. // This is a duplicate of the _d function but needed since the tile numbers differ. // //========================================================================== void InitFonts_r() { GlyphSet fontdata; // Small font for (int i = 0; i < 95; i++) { auto tile = tileGetTexture(STARTALPHANUM + i); if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0) { fontdata.Insert('!' + i, tile); tile->SetOffsetsNotForFont(); } } SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 10, false, false, false, &fontdata); SmallFont->SetKerning(2); 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)); GlyphSet::Iterator it(fontdata); GlyphSet::Pair* pair; while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont(); BigFont = new ::FFont("BigFont", nullptr, "defbigfont", 0, 0, 0, -1, 10, false, false, false, &fontdata); BigFont->SetKerning(6); 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, 6, false, false, false, &fontdata); SmallFont2->SetKerning(2); fontdata.Clear(); // 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. IndexFont = new ::FFont("IndexFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata); fontdata.Clear(); // 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. DigiFont = new ::FFont("DigiFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata); } //========================================================================== // // 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. // //========================================================================== static void BigText(double x, double y, const char* text, int align, double alpha = 1.) { //x *= 2.2; y *= 2.64; if (align != -1) x -= BigFont->StringWidth(text) * (align == 0 ? 0.2 : 0.4); auto width = BigFont->StringWidth(text); DrawText(twod, BigFont, CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, 0.4, DTA_ScaleY, 0.4, DTA_Alpha, alpha, TAG_DONE); } static void GameText(double x, double y, const char* t, int shade, int align = -1, int trans = 0) { x *= 2; y *= 2; 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, 640, DTA_VirtualHeight, 400, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE); } static void MiniText(double x, double y, const char* t, int shade, int align = -1, int trans = 0) { x *= 2; y *= 2; 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, 640, DTA_VirtualHeight, 400, DTA_TranslationIndex, TRANSLATION(Translation_Remap, trans), DTA_Color, pe, TAG_DONE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void Logo_r(CompletionFunc completion) { Mus_Stop(); FX_StopAllSounds(); // JBF 20031228 static const AnimSound introsound[] = { { 1, 29+1 }, { -1, -1 } }; static const AnimSound rednecksound[] = { { 1, 478+1 }, { -1, -1 } }; static const AnimSound xatrixsound[] = { { 1, 479+1 }, { -1, -1 } }; static const int framespeed[] = { 9, 9, 9 }; // same for all 3 anims JobDesc jobs[3]; int job = 0; if (!isRRRA()) { jobs[job++] = { PlayVideo("rr_intro.anm", introsound, framespeed), nullptr }; jobs[job++] = { PlayVideo("redneck.anm", rednecksound, framespeed), nullptr }; jobs[job++] = { PlayVideo("xatlogo.anm", xatrixsound, framespeed), nullptr }; } else { jobs[job++] = { PlayVideo("redint.mve"), nullptr }; } RunScreenJob(jobs, job, completion); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void bonussequence_r(int num, JobDesc* jobs, int& job) { static const AnimSound turdmov[] = { { 1, 82 + 1 }, { -1, -1 } }; static const AnimSound rr_outro[] = { { 1, 35 + 1 }, { -1, -1 } }; static const int framespeed[] = { 9, 9, 9 }; // same for all 3 anims Mus_Stop(); FX_StopAllSounds(); switch (num) { case 0: jobs[job++] = { PlayVideo("turdmov.anm", turdmov, framespeed), nullptr }; jobs[job++] = { Create(TENSCREEN), nullptr }; break; case 1: jobs[job++] = { PlayVideo("rr_outro.anm", rr_outro, framespeed), nullptr }; jobs[job++] = { Create(TENSCREEN), nullptr }; break; default: break; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DRRMultiplayerBonusScreen : public DScreenJob { int playerswhenstarted; public: DRRMultiplayerBonusScreen(int pws) : DScreenJob(fadein | fadeout) { playerswhenstarted = pws; PlayBonusMusic(); } int Frame(uint64_t clock, bool skiprequest) { char tempbuf[32]; twod->ClearScreen(); DrawTexture(twod, tileGetTexture(MENUSCREEN), 0, 0, DTA_FullscreenEx, 3, DTA_Color, 0xff808080, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE); double scale = 0.36; DrawTexture(twod, tileGetTexture(INGAMEDUKETHREEDEE, true), 160, 34, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, DTA_ScaleX, scale, DTA_ScaleY, 0.36, TAG_DONE); GameText(160, 58, GStrings("Multiplayer Totals"), 0, 0); GameText(160, 58 + 10, currentLevel->DisplayName(), 0, 0); GameText(160, 165, GStrings("Presskey"), 0, 0); int t = 0; MiniText(38, 80, GStrings("Name"), 0); MiniText(269 + 20, 80, GStrings("Kills"), 0, 1); for (int i = 0; i < playerswhenstarted; i++) { mysnprintf(tempbuf, 32, "%-4ld", i + 1); MiniText(92 + (i * 23), 80, tempbuf, 0); } for (int i = 0; i < playerswhenstarted; i++) { int xfragtotal = 0; mysnprintf(tempbuf, 32, "%ld", i + 1); MiniText(30, 90 + t, tempbuf, 0); MiniText(38, 90 + t, g_player[i].user_name, 0, -1, ps[i].palookup); for (int y = 0; y < playerswhenstarted; y++) { int frag = g_player[i].frags[y];// frags[i][y]); if (i == y) { mysnprintf(tempbuf, 32, "%-4ld", ps[y].fraggedself); MiniText(92 + (y * 23), 90 + t, tempbuf, 0); xfragtotal -= ps[y].fraggedself; } else { mysnprintf(tempbuf, 32, "%-4ld", 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, "%-4ld", xfragtotal); MiniText(101 + (8 * 23), 90 + t, tempbuf, 0); 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 = g_player[i].frags[y];// frags[i][y]); yfragtotal += frag; } mysnprintf(tempbuf, 32, "%-4ld", yfragtotal); MiniText(92 + (y * 23), 96 + (8 * 7), tempbuf, 0); } MiniText(45, 96 + (8 * 7), GStrings("Deaths"), 0); return skiprequest ? -1 : 1; } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DRRLevelSummaryScreen : public DScreenJob { const char* lastmapname; int gfx_offset; int bonuscnt = 0; void SetTotalClock(int tc) { SetClock(tc * (uint64_t)1'000'000'000 / 120); } public: DRRLevelSummaryScreen(bool dofadeout = true) : DScreenJob(dofadeout? (fadein | fadeout) : fadein) { PlayBonusMusic(); if (currentLevel->flags & MI_USERMAP) gfx_offset = RRTILE403; else if (!isRRRA()) gfx_offset = RRTILE403 + clamp((currentLevel->levelNumber / 100) * 7 + (currentLevel->levelNumber % 100), 0, 13); else gfx_offset = LEVELMAP + clamp((currentLevel->levelNumber / 100) * 7 + (currentLevel->levelNumber % 100), 0, 13); lastmapname = currentLevel->DisplayName(); } void FormatTime(int time, char* tempbuf) { mysnprintf(tempbuf, 32, "%02ld:%02ld", (time / (26 * 60)) % 60, (time / 26) % 60); } void PrintTime(int totalclock) { char tempbuf[32]; BigText(30, 48, GStrings("TXT_YerTime"), -1); BigText(30, 64, GStrings("TXT_ParTime"), -1); BigText(30, 80, GStrings("TXT_XTRTIME"), -1); if (bonuscnt == 0) bonuscnt++; if (totalclock > (60 * 4)) { if (bonuscnt == 1) { bonuscnt++; S_PlaySound(404, CHAN_AUTO, CHANF_UI); } FormatTime(ps[myconnectindex].player_par, tempbuf); BigText(191, 48, tempbuf, -1); FormatTime(currentLevel->parTime, tempbuf); BigText(191, 64, tempbuf, -1); if (!isNamWW2GI()) { FormatTime(currentLevel->designerTime, tempbuf); BigText(191, 80, tempbuf, -1); } } } void PrintKills(int totalclock) { BigText(30, 112, GStrings("TXT_VarmintsKilled"), -1); BigText(30, 128, GStrings("TXT_VarmintsLeft"), -1); if (bonuscnt == 2) bonuscnt++; if (totalclock > (60 * 7)) { if (bonuscnt == 3) { bonuscnt++; S_PlaySound(442, CHAN_AUTO, CHANF_UI); } mysnprintf(tempbuf, 32, "%-3ld", ps[myconnectindex].actors_killed); BigText(231, 112, tempbuf, -1); if (ud.player_skill > 3) { mysnprintf(tempbuf, 32, GStrings("TXT_N_A")); BigText(231, 128, tempbuf, -1); } else { if ((ps[myconnectindex].max_actors_killed - ps[myconnectindex].actors_killed) < 0) mysnprintf(tempbuf, 32, "%-3ld", 0); else mysnprintf(tempbuf, 32, "%-3ld", ps[myconnectindex].max_actors_killed - ps[myconnectindex].actors_killed); BigText(231, 128, tempbuf, -1); } } } void PrintSecrets(int totalclock) { BigText(30, 144, GStrings("TXT_SECFND"), -1); BigText(30, 160, GStrings("TXT_SECMISS"), -1); if (bonuscnt == 4) bonuscnt++; if (totalclock > (60 * 10)) { if (bonuscnt == 5) { bonuscnt++; S_PlaySound(404, CHAN_AUTO, CHANF_UI); } mysnprintf(tempbuf, 32, "%-3d", ps[myconnectindex].secret_rooms); BigText(231, 144, tempbuf, -1); 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); BigText(231, 160, tempbuf, -1); } } int Frame(uint64_t clock, bool skiprequest) { 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(80, 16, lastmapname, -1); BigText(15, 192, GStrings("PRESSKEY"), -1); if (totalclock > (60 * 3)) { PrintTime(totalclock); } if (totalclock > (60 * 6)) { PrintKills(totalclock); } if (totalclock > (60 * 9)) { PrintSecrets(totalclock); } if (totalclock > (1000000000L) && totalclock < (1000000320L)) { int val = (totalclock >> 4) % 15; if (val == 0) { if (bonuscnt == 6) { bonuscnt++; S_PlaySound(425, CHAN_AUTO, CHANF_UI); S_PlaySound(BONUS_SPEECH1 + (rand() & 3), CHAN_AUTO, CHANF_UI); } } } else if (totalclock > (10240 + 120L)) return 0; 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; } }; class DRRRAEndOfGame : public DScreenJob { public: DRRRAEndOfGame() : DScreenJob(fadein|fadeout) { S_PlaySound(35, CHAN_AUTO, CHANF_UI); } int Frame(uint64_t clock, bool skiprequest) { int totalclock = int(clock * 120 / 1'000'000'000); auto tex = tileGetTexture(RRTILE8677 + ((totalclock >> 4) & 1)); DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, 3, TAG_DONE); if (!S_CheckSoundPlaying(-1, 35) && totalclock > 15*120) return 0; // make sure it stays, even if sound is off. if (skiprequest) { S_StopSound(35); return -1; } return 1; } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void dobonus_r(bool bonusonly, CompletionFunc completion) { JobDesc jobs[20]; int job = 0; FX_StopAllSounds(); Mus_Stop(); if (!bonusonly && !isRRRA() && numplayers < 2 && ud.eog && ud.from_bonus == 0) { int vol = volfromlevelnum(currentLevel->levelNumber); bonussequence_r(vol, jobs, job); } if (playerswhenstarted > 1 && ud.coop != 1) { jobs[job++] = { Create(playerswhenstarted) }; } else if (!bonusonly && ud.multimode <= 1) { if (isRRRA() && !boardfilename[0] && currentLevel->levelNumber < 106) // fixme: The logic here is awful. Shift more control to the map records. { jobs[job++] = { Create(true) }; int levnum = clamp((currentLevel->levelNumber / 100) * 7 + (currentLevel->levelNumber % 100), 0, 13); char fn[20]; mysnprintf(fn, 20, "lvl%d.anm", levnum + 1); static const int framespeed[] = { 20, 20, 7200 }; // wait for one minute on the final frame so that the video doesn't appear before the user notices. jobs[job++] = { PlayVideo(fn, nullptr, framespeed) }; if (ud.eog && currentLevel->levelNumber > 100) { jobs[job++] = { Create() }; } } else jobs[job++] = { Create(false) }; } if (job) RunScreenJob(jobs, job, completion); else if (completion) completion(false); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- class DRRLoadScreen : public DScreenJob { std::function callback; MapRecord* rec; public: DRRLoadScreen(MapRecord* maprec, std::function callback_) : DScreenJob(fadein | fadeout), callback(callback_), rec(maprec) {} int Frame(uint64_t clock, bool skiprequest) { DrawTexture(twod, tileGetTexture(LOADSCREEN), 0, 0, DTA_FullscreenEx, 3, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE); int y = isRRRA()? 140 : 90; BigText(160, y, (rec->flags & MI_USERMAP) ? GStrings("TXT_ENTRUM") : GStrings("TXT_ENTERIN"), 0); BigText(160, y+24, rec->DisplayName(), 0); // 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_r() { BigText(160, 100, GStrings("Game Paused"), 0); } void PrintLevelName_r(double alpha) { BigText(160, 114, currentLevel->DisplayName(), 0, alpha); } // Utility for testing the above screens CCMD(testrscreen) { JobDesc jobs[10]; int job = 0; C_HideConsole(); FX_StopAllSounds(); Mus_Stop(); if (argv.argc() > 1) { int screen = strtol(argv[1], nullptr, 0); switch (screen) { case 0: case 1: if (!isRRRA()) { bonussequence_r(screen, jobs, job); RunScreenJob(jobs, job, nullptr); } break; case 2: jobs[job++] = { Create(6) }; RunScreenJob(jobs, job, nullptr); break; case 3: jobs[job++] = { Create() }; RunScreenJob(jobs, job, nullptr); break; case 4: jobs[job++] = { Create() }; RunScreenJob(jobs, job, nullptr); break; default: break; } } } END_DUKE_NS