/* ** 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); CutsceneState cutscene; static int ticks; //============================================================================= // // // //============================================================================= void Job_Init() { static bool done = false; if (!done) { done = true; GC::AddMarkerFunc([] { GC::Mark(cutscene.runner); }); } 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, "."); if (p == 0) I_Error("Call to undefined function %s", qname); FString clsname(qname, p); FString funcname = qname + p + 1; auto func = PClass::FindFunction(clsname, funcname); 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); 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) { 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; if (soundName.IsNotEmpty()) id = soundEngine->FindSound(soundName); if (id == INVALID_SOUND) id = soundEngine->FindSoundByResID(soundID); return id.index(); } void CutsceneDef::Create(DObject* runner) { if (function.IsNotEmpty()) { CallCreateFunction(function, runner); } else if (video.IsNotEmpty()) { AddGenericVideo(runner, video, GetSound(), framespersec); } } //============================================================================= // // // //============================================================================= void DeleteScreenJob() { if (cutscene.runner) cutscene.runner->Destroy(); cutscene.runner = nullptr; } void EndScreenJob() { DeleteScreenJob(); 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; } if (binding.CompareNoCase("screenshot") == 0) { C_DoCommand("screenshot"); return true; } } FInputEvent evt = ev; if (cutscene.runner) { ScaleOverrider ovr(twod); IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnEvent) { int result = 0; VMValue parm[] = { cutscene.runner, &evt }; VMReturn ret(&result); VMCall(func, parm, 2, &ret, 1); return result; } } return false; } //============================================================================= // // // //============================================================================= bool ScreenJobTick() { ticks++; if (cutscene.runner) { ScaleOverrider ovr(twod); IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnTick) { int result = 0; VMValue parm[] = { cutscene.runner }; VMReturn ret(&result); VMCall(func, parm, 1, &ret, 1); return result; } } return false; } //============================================================================= // // // //============================================================================= void ScreenJobDraw() { double smoothratio = I_GetTimeFrac(); if (cutscene.runner) { twod->ClearScreen(); ScaleOverrider ovr(twod); IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, RunFrame) { VMValue parm[] = { cutscene.runner, smoothratio }; VMCall(func, parm, 2, nullptr, 0); } } } //============================================================================= // // // //============================================================================= bool ScreenJobValidate() { if (cutscene.runner) { ScaleOverrider ovr(twod); IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, Validate) { int res; 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) { cutscene.completion = completion_; cutscene.runner = CreateRunner(); GC::WriteBarrier(cutscene.runner); try { 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; } //============================================================================= // // 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, ¶m, 1, &ret, 1); return can; } return true; } //============================================================================= // // // //============================================================================= CCMD(testcutscene) { if (argv.argc() < 2) { Printf("Usage: testcutscene \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()); } }