mirror of
https://github.com/ZDoom/Raze.git
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2ffdf3d0e1
Mainly quaternion math and sound system cleanup.
405 lines
10 KiB
C++
405 lines
10 KiB
C++
/*
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** screenjob.cpp
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**
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** Generic cutscene display
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "types.h"
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#include "screenjob.h"
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#include "i_time.h"
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#include "v_2ddrawer.h"
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#include "animlib.h"
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#include "v_draw.h"
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#include "s_soundinternal.h"
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#include "animtexture.h"
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#include "gamestate.h"
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#include "vm.h"
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#include "c_bind.h"
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#include "c_console.h"
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#include "gamestate.h"
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#include "printf.h"
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#include "c_dispatch.h"
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#include "s_music.h"
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#include "m_argv.h"
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#include "i_interface.h"
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CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CutsceneState cutscene;
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static int ticks;
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void Job_Init()
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{
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static bool done = false;
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if (!done)
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{
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done = true;
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GC::AddMarkerFunc([] { GC::Mark(cutscene.runner); });
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}
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cutscene.runnerclass = PClass::FindClass("ScreenJobRunner");
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if (!cutscene.runnerclass) I_FatalError("ScreenJobRunner not defined");
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cutscene.runnerclasstype = NewPointer(cutscene.runnerclass);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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VMFunction* LookupFunction(const char* qname, bool validate)
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{
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size_t p = strcspn(qname, ".");
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if (p == 0)
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I_Error("Call to undefined function %s", qname);
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FString clsname(qname, p);
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FString funcname = qname + p + 1;
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auto func = PClass::FindFunction(clsname, funcname);
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if (func == nullptr)
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I_Error("Call to undefined function %s", qname);
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if (validate)
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{
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// these conditions must be met by all functions for this interface.
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if (func->Proto->ReturnTypes.Size() != 0) I_Error("Bad cutscene function %s. Return value not allowed", qname);
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if (func->ImplicitArgs != 0) I_Error("Bad cutscene function %s. Must be static", qname);
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}
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return func;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void CallCreateFunction(const char* qname, DObject* runner)
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{
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auto func = LookupFunction(qname);
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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);
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VMValue val = runner;
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VMCall(func, &val, 1, nullptr, 0);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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DObject* CreateRunner(bool clearbefore)
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{
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auto obj = cutscene.runnerclass->CreateNew();
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auto func = LookupFunction("ScreenJobRunner.Init", false);
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VMValue val[3] = { obj, clearbefore, false };
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VMCall(func, val, 3, nullptr, 0);
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return obj;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps)
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{
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auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false);
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VMValue val[] = { runner, &fn, soundid, fps };
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VMCall(func, val, 4, nullptr, 0);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int CutsceneDef::GetSound()
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{
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FSoundID id = INVALID_SOUND;
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if (soundName.IsNotEmpty()) id = soundEngine->FindSound(soundName);
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if (id == INVALID_SOUND) id = soundEngine->FindSoundByResID(soundID);
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return id.index();
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}
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void CutsceneDef::Create(DObject* runner)
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{
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if (function.IsNotEmpty())
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{
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CallCreateFunction(function, runner);
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}
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else if (video.IsNotEmpty())
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{
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AddGenericVideo(runner, video, GetSound(), framespersec);
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void DeleteScreenJob()
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{
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if (cutscene.runner) cutscene.runner->Destroy();
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cutscene.runner = nullptr;
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}
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void EndScreenJob()
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{
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DeleteScreenJob();
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if (cutscene.completion) cutscene.completion(false);
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cutscene.completion = nullptr;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool ScreenJobResponder(event_t* ev)
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{
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if (ev->type == EV_KeyDown)
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{
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// We never reach the key binding checks in G_Responder, so for the console we have to check for ourselves here.
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auto binding = Bindings.GetBinding(ev->data1);
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if (binding.CompareNoCase("toggleconsole") == 0)
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{
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C_ToggleConsole();
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return true;
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}
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if (binding.CompareNoCase("screenshot") == 0)
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{
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C_DoCommand("screenshot");
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return true;
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}
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}
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FInputEvent evt = ev;
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if (cutscene.runner)
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{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnEvent)
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{
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int result = 0;
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VMValue parm[] = { cutscene.runner, &evt };
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VMReturn ret(&result);
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VMCall(func, parm, 2, &ret, 1);
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return result;
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool ScreenJobTick()
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{
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ticks++;
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if (cutscene.runner)
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{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, OnTick)
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{
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int result = 0;
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VMValue parm[] = { cutscene.runner };
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VMReturn ret(&result);
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VMCall(func, parm, 1, &ret, 1);
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return result;
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ScreenJobDraw()
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{
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double smoothratio = I_GetTimeFrac();
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if (cutscene.runner)
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{
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twod->ClearScreen();
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, RunFrame)
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{
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VMValue parm[] = { cutscene.runner, smoothratio };
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VMCall(func, parm, 2, nullptr, 0);
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}
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool ScreenJobValidate()
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{
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if (cutscene.runner)
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{
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ScaleOverrider ovr(twod);
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IFVIRTUALPTRNAME(cutscene.runner, NAME_ScreenJobRunner, Validate)
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{
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int res;
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VMValue parm[] = { cutscene.runner };
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VMReturn ret(&res);
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VMCall(func, parm, 1, &ret, 1);
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I_ResetFrameTime();
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return res;
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool StartCutscene(CutsceneDef& cs, int flags, const CompletionFunc& completion_)
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{
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if ((cs.function.IsNotEmpty() || cs.video.IsNotEmpty()) && cs.function.CompareNoCase("none") != 0)
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{
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cutscene.completion = completion_;
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cutscene.runner = CreateRunner();
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GC::WriteBarrier(cutscene.runner);
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try
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{
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cs.Create(cutscene.runner);
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if (!ScreenJobValidate())
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{
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DeleteScreenJob();
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return false;
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}
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if (sysCallbacks.StartCutscene) sysCallbacks.StartCutscene(flags & SJ_BLOCKUI);
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}
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catch (...)
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{
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DeleteScreenJob();
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throw;
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}
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return true;
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}
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return false;
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}
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bool StartCutscene(const char* s, int flags, const CompletionFunc& completion)
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{
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CutsceneDef def;
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def.function = s;
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return StartCutscene(def, flags, completion);
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}
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//=============================================================================
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//
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// initiates a screen wipe. Needs to call the game code for it.
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//
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//=============================================================================
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DEFINE_ACTION_FUNCTION(DScreenJobRunner, setTransition)
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{
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PARAM_PROLOGUE;
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PARAM_INT(type);
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if (type && sysCallbacks.SetTransition) sysCallbacks.SetTransition(type);
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return 0;
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}
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//=============================================================================
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//
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// to block wipes on cutscenes that cannot handle it
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//
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//=============================================================================
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bool CanWipe()
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{
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if (cutscene.runner == nullptr) return true;
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IFVM(ScreenJobRunner, CanWipe)
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{
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int can;
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VMReturn ret(&can);
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VMValue param = cutscene.runner;
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VMCall(func, ¶m, 1, &ret, 1);
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return can;
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}
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return true;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD(testcutscene)
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{
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if (argv.argc() < 2)
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{
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Printf("Usage: testcutscene <buildfunction>\n");
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return;
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}
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try
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{
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if (StartCutscene(argv[1], 0, [](bool) {}))
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{
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C_HideConsole();
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}
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}
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catch (const CRecoverableError& err)
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{
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Printf(TEXTCOLOR_RED "Unable to play cutscene: %s\n", err.what());
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}
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}
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