mirror of
https://github.com/ZDoom/Raze.git
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253 lines
No EOL
8.6 KiB
C++
253 lines
No EOL
8.6 KiB
C++
/*
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** screenjob.cpp
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**
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** Generic asynchronous screen 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 "build.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 "razemenu.h"
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#include "raze_sound.h"
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#include "gamecontrol.h"
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#include "raze_music.h"
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#include "vm.h"
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#include "mapinfo.h"
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static PType* maprecordtype;
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static PType* summaryinfotype;
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static int ticks;
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static SummaryInfo summaryinfo;
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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 Local_Job_Init()
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{
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maprecordtype = NewPointer(NewStruct("MapRecord", nullptr, true));
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summaryinfotype = NewPointer(NewStruct("SummaryInfo", nullptr, 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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static void CallCreateMapFunction(const char* qname, DObject* runner, MapRecord* map)
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{
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auto func = LookupFunction(qname);
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if (func->Proto->ArgumentTypes.Size() == 1) return CallCreateFunction(qname, runner); // accept functions without map parameter as well here.
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if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
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if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != maprecordtype)
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner and MapRecord reference.", qname);
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VMValue val[2] = { runner, map };
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VMCall(func, val, 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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void CallCreateSummaryFunction(const char* qname, DObject* runner, MapRecord* map, SummaryInfo* info, MapRecord* map2)
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{
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if (qname == nullptr || *qname == 0) return; // no level summary defined.
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auto func = LookupFunction(qname);
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auto s = func->Proto->ArgumentTypes.Size();
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auto at = func->Proto->ArgumentTypes.Data();
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if (s != 3 && s != 4) I_Error("Bad map-cutscene function %s. Must receive precisely three or four arguments.", qname);
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if (at[0] != runnerclasstype && at[1] != maprecordtype && at[2] != summaryinfotype && (s == 3 || at[3] == maprecordtype))
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner, MapRecord and SummaryInfo reference,", qname);
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if (info) summaryinfo = *info; // must be copied to a persistent location.
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else summaryinfo = {};
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VMValue val[] = { runner, map, &summaryinfo, map2 };
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VMCall(func, val, s, 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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bool CreateCutscene(CutsceneDef* cs, DObject* runner, MapRecord* map, bool transition)
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{
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if (!transition && cs->transitiononly) return false;
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if (cs->function.CompareNoCase("none") == 0)
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return true; // play nothing but return as being validated
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if (cs->function.IsNotEmpty())
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{
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CallCreateMapFunction(cs->function, runner, map);
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return true;
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}
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else if (cs->video.IsNotEmpty())
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{
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AddGenericVideo(runner, cs->video, cs->GetSound(), cs->framespersec);
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return true;
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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 PlayLogos(gameaction_t complete_ga, gameaction_t def_ga, bool stopmusic)
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{
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Mus_Stop();
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FX_StopAllSounds(); // JBF 20031228
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if (userConfig.nologo)
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{
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gameaction = def_ga;
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}
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else
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{
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if (!StartCutscene(globalCutscenes.Intro, SJ_BLOCKUI, [=](bool) {
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gameaction = complete_ga;
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})) gameaction = def_ga;
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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 ShowScoreboard(int numplayers, const CompletionFunc& completion_)
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{
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completion = completion_;
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runner = CreateRunner();
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GC::WriteBarrier(runner);
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const char* qname = globalCutscenes.MPSummaryScreen;
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auto func = LookupFunction(qname);
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if (func->Proto->ArgumentTypes.Size() != 2) I_Error("Bad map-cutscene function %s. Must receive precisely two arguments.", qname);
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if (func->Proto->ArgumentTypes[0] != runnerclasstype && func->Proto->ArgumentTypes[1] != TypeSInt32)
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I_Error("Bad cutscene function %s. Must receive ScreenJobRunner reference and integer.", qname);
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VMValue val[2] = { runner, numplayers };
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VMCall(func, val, 2, nullptr, 0);
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if (!ScreenJobValidate())
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{
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runner->Destroy();
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runner = nullptr;
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if (completion) completion(false);
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completion = nullptr;
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return;
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}
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gameaction = ga_intermission;
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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 ShowIntermission(MapRecord* fromMap, MapRecord* toMap, SummaryInfo* info, CompletionFunc completion_)
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{
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bool bossexit = g_bossexit;
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g_bossexit = false;
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completion = completion_;
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runner = CreateRunner();
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GC::WriteBarrier(runner);
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// retrieve cluster relations for cluster-based cutscenes.
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ClusterDef* fromcluster = nullptr, *tocluster = nullptr;
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if (fromMap) fromcluster = FindCluster(fromMap->cluster);
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if (toMap) tocluster = FindCluster(toMap->cluster);
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if (fromcluster == tocluster) fromcluster = tocluster = nullptr;
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try
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{
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if (fromMap && (!(fromMap->gameflags & LEVEL_BOSSONLYCUTSCENE) || bossexit))
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{
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if (!CreateCutscene(&fromMap->outro, runner, fromMap, !!toMap))
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{
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if (fromcluster == nullptr || !CreateCutscene(&fromcluster->outro, runner, fromMap, !!toMap))
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CreateCutscene(&globalCutscenes.DefaultMapOutro, runner, fromMap, !!toMap);
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}
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}
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if (fromMap || (g_gameType & GAMEFLAG_PSEXHUMED))
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CallCreateSummaryFunction(globalCutscenes.SummaryScreen, runner, fromMap, info, toMap);
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if (toMap)
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{
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if (!CreateCutscene(&toMap->intro, runner, toMap, !!fromMap))
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{
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if (tocluster == nullptr || !CreateCutscene(&tocluster->intro, runner, toMap, !!fromMap))
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CreateCutscene(&globalCutscenes.DefaultMapIntro, runner, toMap, !!fromMap);
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}
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// Skip the load screen if the level is started from the console or loading screens are disabled.
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// In this case the load screen is not helpful as it blocks the actual level start,
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// requiring closing and reopening the console first before entering any commands that need the level.
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if ((ConsoleState == c_up || ConsoleState == c_rising) && cl_loadingscreens)
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CreateCutscene(&globalCutscenes.LoadingScreen, runner, toMap, true);
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}
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else if (isShareware())
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{
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globalCutscenes.SharewareEnd.Create(runner);
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}
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if (!ScreenJobValidate())
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{
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runner->Destroy();
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runner = nullptr;
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if (completion) completion(false);
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completion = nullptr;
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return;
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}
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gameaction = ga_intermission;
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}
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catch (...)
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{
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if (runner) runner->Destroy();
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runner = nullptr;
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throw;
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}
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}
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