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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.
202 lines
6 KiB
C++
202 lines
6 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 "image.h"
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#include "textures.h"
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#include "palettecontainer.h"
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// Strife startup screen
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#define PEASANT_INDEX 0
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#define LASER_INDEX 4
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#define BOT_INDEX 6
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#define ST_LASERSPACE_X 60
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#define ST_LASERSPACE_Y 156
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#define ST_LASERSPACE_WIDTH 200
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#define ST_LASER_WIDTH 16
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#define ST_LASER_HEIGHT 16
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#define ST_BOT_X 14
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#define ST_BOT_Y 138
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#define ST_BOT_WIDTH 48
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#define ST_BOT_HEIGHT 48
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#define ST_PEASANT_X 262
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#define ST_PEASANT_Y 136
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#define ST_PEASANT_WIDTH 32
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#define ST_PEASANT_HEIGHT 64
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static const char* StrifeStartupPicNames[] =
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{
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"STRTPA1", "STRTPB1", "STRTPC1", "STRTPD1",
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"STRTLZ1", "STRTLZ2",
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"STRTBOT",
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"STARTUP0"
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};
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class FStrifeStartScreen : public FStartScreen
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{
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public:
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FStrifeStartScreen(int max_progress);
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bool DoProgress(int) override;
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protected:
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void DrawStuff(int old_laser, int new_laser);
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FBitmap StartupPics[4+2+1+1];
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int NotchPos = 0;
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};
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//==========================================================================
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//
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// FStrifeStartScreen Constructor
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//
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// Shows the Strife startup screen. If the screen doesn't appear to be
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// valid, it returns a failure code in hr.
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//
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// The startup background is a raw 320x200 image, however Strife only
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// actually uses 95 rows from it, starting at row 57. The rest of the image
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// is discarded. (What a shame.)
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//
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// The peasants are raw 32x64 images. The laser dots are raw 16x16 images.
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// The bot is a raw 48x48 image. All use the standard PLAYPAL.
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//
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//==========================================================================
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FStrifeStartScreen::FStrifeStartScreen(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("STARTUP0");
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if (startup_lump < 0)
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{
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I_Error("bad startscreen assets");
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}
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StartupBitmap.Create(320, 200);
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// Load the animated overlays.
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for (size_t i = 0; i < countof(StrifeStartupPicNames); ++i)
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{
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int lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i], ns_graphics);
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if (lumpnum < 0) lumpnum = fileSystem.CheckNumForName(StrifeStartupPicNames[i]);
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if (lumpnum >= 0)
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{
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auto lumpr1 = FImageSource::GetImage(lumpnum, false);
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if (lumpr1) StartupPics[i] = lumpr1->GetCachedBitmap(nullptr, FImageSource::normal);
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}
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}
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if (StartupPics[7].GetWidth() != 320 || StartupPics[7].GetHeight() != 200)
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{
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I_Error("bad startscreen assets");
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}
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// Make the startup image appear.
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DrawStuff(0, 0);
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Scale = 2;
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CreateHeader();
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}
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//==========================================================================
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//
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// FStrifeStartScreen :: 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 FStrifeStartScreen::DoProgress(int advance)
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{
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int notch_pos;
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if (CurPos < MaxPos)
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{
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notch_pos = ((CurPos + 1) * (ST_LASERSPACE_WIDTH - ST_LASER_WIDTH)) / MaxPos;
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if (notch_pos != NotchPos && !(notch_pos & 1))
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{ // Time to update.
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DrawStuff(NotchPos, notch_pos);
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NotchPos = notch_pos;
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StartupTexture->CleanHardwareData(true);
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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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// FStrifeStartScreen :: DrawStuff
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//
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// Draws all the moving parts of Strife's startup screen. If you're
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// running off a slow drive, it can look kind of good. Otherwise, it
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// borders on crazy insane fast.
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//
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//==========================================================================
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void FStrifeStartScreen::DrawStuff(int old_laser, int new_laser)
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{
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int y;
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// Clear old laser
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StartupBitmap.Blit(0, 0, StartupPics[7]);
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// Draw new laser
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auto& lp = StartupPics[LASER_INDEX + (new_laser & 1)];
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StartupBitmap.Blit(ST_LASERSPACE_X + new_laser, ST_LASERSPACE_Y, lp);
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// The bot jumps up and down like crazy.
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y = max(0, (new_laser >> 1) % 5 - 2);
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StartupBitmap.Blit(ST_BOT_X, ST_BOT_Y + y, StartupPics[BOT_INDEX]);
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// The peasant desperately runs in place, trying to get away from the laser.
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// Yet, despite all his limb flailing, he never manages to get anywhere.
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auto& pp = StartupPics[PEASANT_INDEX + ((new_laser >> 1) & 3)];
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StartupBitmap.Blit(ST_PEASANT_X, ST_PEASANT_Y, pp);
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}
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FStartScreen* CreateStrifeStartScreen(int max_progress)
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{
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return new FStrifeStartScreen(max_progress);
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}
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