/* ** 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" // 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) { // at this point we do not have a working texture manager yet, so we have to do the lookup via the file system int startup_lump = fileSystem.CheckNumForName("STARTUP0"); if (startup_lump < 0) { I_Error("bad startscreen assets"); } StartupBitmap.Create(320, 200); // Load the animated overlays. for (size_t i = 0; i < countof(StrifeStartupPicNames); ++i) { int lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i], 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); }