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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
212 lines
6.7 KiB
C++
212 lines
6.7 KiB
C++
/*
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** st_start.cpp
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** Handles the startup screen.
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2007 Randy Heit
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** Copyright 2006-2022 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 "startscreen.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "startupinfo.h"
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#include "s_music.h"
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#include "image.h"
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#include "texturemanager.h"
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// Hexen startup screen
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#define ST_PROGRESS_X 64 // Start of notches x screen pos.
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#define ST_PROGRESS_Y 441 // Start of notches y screen pos.
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#define ST_NETPROGRESS_X 288
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#define ST_NETPROGRESS_Y 32
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class FHexenStartScreen : public FStartScreen
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{
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// Hexen's notch graphics, converted to chunky pixels.
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FBitmap Background;
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FBitmap NotchBits;
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FBitmap NetNotchBits;
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int NotchPos = 0;
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public:
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FHexenStartScreen(int max_progress);
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bool DoProgress(int) override;
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void DoNetProgress(int count) override;
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void NetDone() override;
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};
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//==========================================================================
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//
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// FHexenStartScreen Constructor
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//
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// Shows the Hexen startup screen. If the screen doesn't appear to be
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// valid, it sets hr for a failure.
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//
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// The startup graphic is a planar, 4-bit 640x480 graphic preceded by a
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// 16 entry (48 byte) VGA palette.
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//
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//==========================================================================
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FHexenStartScreen::FHexenStartScreen(int max_progress)
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: FStartScreen(max_progress)
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{
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// at this point we do not have a working texture manager yet, so we have to do the lookup via the file system
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int startup_lump = fileSystem.CheckNumForName("STARTUP", ns_graphics);
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int netnotch_lump = fileSystem.CheckNumForName("NETNOTCH", ns_graphics);
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int notch_lump = fileSystem.CheckNumForName("NOTCH", ns_graphics);
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// For backwards compatibility we also need to look in the default namespace, because these were previously not handled as graphics.
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if (startup_lump == -1) startup_lump = fileSystem.CheckNumForName("STARTUP");
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if (netnotch_lump == -1)netnotch_lump = fileSystem.CheckNumForName("NETNOTCH");
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if (notch_lump == -1)notch_lump = fileSystem.CheckNumForName("NOTCH");
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if (startup_lump < 0 || netnotch_lump < 0 || notch_lump < 0)
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{
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I_Error("Start screen assets missing");
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}
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auto iBackground = FImageSource::GetImage(startup_lump, false);
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auto iNetNotchBits = FImageSource::GetImage(netnotch_lump, false);
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auto iNotchBits = FImageSource::GetImage(notch_lump, false);
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if (!iBackground || !iNetNotchBits || !iNotchBits || iBackground->GetWidth() != 640 || iBackground->GetHeight() != 480)
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{
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I_Error("Start screen assets missing");
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}
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NetNotchBits = iNetNotchBits->GetCachedBitmap(nullptr, FImageSource::normal);
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NotchBits = iNotchBits->GetCachedBitmap(nullptr, FImageSource::normal);
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Background = iBackground->GetCachedBitmap(nullptr, FImageSource::normal);
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StartupBitmap.Create(640, 480);
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StartupBitmap.Blit(0, 0, Background, 640, 480);
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// Fill in the bitmap data. Convert to chunky, because I can't figure out
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// if Windows actually supports planar images or not, despite the presence
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// of biPlanes in the BITMAPINFOHEADER.
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if (!batchrun)
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{
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if (GameStartupInfo.Song.IsNotEmpty())
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{
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S_ChangeMusic(GameStartupInfo.Song.GetChars(), true, true);
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}
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else
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{
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S_ChangeMusic("orb", true, true);
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}
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}
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CreateHeader();
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}
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//==========================================================================
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//
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// FHexenStartScreen :: Progress
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//
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// Bumps the progress meter one notch.
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//
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//==========================================================================
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bool FHexenStartScreen::DoProgress(int advance)
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{
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int notch_pos, x, y;
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if (CurPos < MaxPos)
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{
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int numnotches = (16 * 32) / NotchBits.GetWidth();
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notch_pos = ((CurPos + 1) * numnotches) / MaxPos;
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if (notch_pos != NotchPos)
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{ // Time to draw another notch.
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for (; NotchPos < notch_pos; NotchPos++)
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{
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x = ST_PROGRESS_X + NotchBits.GetWidth() * NotchPos;
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y = ST_PROGRESS_Y;
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StartupBitmap.Blit(x, y, NotchBits);
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}
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StartupTexture->CleanHardwareData(true);
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ST_Sound("StartupTick");
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}
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}
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return FStartScreen::DoProgress(advance);
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}
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//==========================================================================
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//
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// FHexenStartScreen :: NetProgress
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//
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// Draws the red net noches in addition to the normal progress bar.
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//
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//==========================================================================
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void FHexenStartScreen::DoNetProgress(int count)
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{
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int oldpos = NetCurPos;
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int x, y;
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FStartScreen::NetProgress(count);
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if (NetMaxPos != 0 && NetCurPos > oldpos)
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{
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int numnotches = (4 * 8) / NetNotchBits.GetWidth();
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int notch_pos = (NetCurPos * numnotches) / NetMaxPos;
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for (; oldpos < NetCurPos && oldpos < numnotches; ++oldpos)
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{
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x = ST_NETPROGRESS_X + NetNotchBits.GetWidth() * oldpos;
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y = ST_NETPROGRESS_Y;
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StartupBitmap.Blit(x, y, NetNotchBits);
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}
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ST_Sound("misc/netnotch");
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StartupTexture->CleanHardwareData(true);
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}
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}
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//==========================================================================
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//
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// FHexenStartScreen :: NetDone
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//
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// Aside from the standard processing, also plays a sound.
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//
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//==========================================================================
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void FHexenStartScreen::NetDone()
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{
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ST_Sound("PickupWeapon");
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FStartScreen::NetDone();
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}
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FStartScreen* CreateHexenStartScreen(int max_progress)
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{
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return new FHexenStartScreen(max_progress);
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}
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