- converted FInterBackground into a class so that the scripts can use it.

- fixed some issues with default value matching in savegames.
This commit is contained in:
Christoph Oelckers 2017-03-18 13:25:22 +01:00
commit b416322032
8 changed files with 461 additions and 392 deletions

View file

@ -91,8 +91,10 @@ static const char *WI_Cmd[] = {
NULL
};
struct FInterBackground
class DInterBackground : public DObject
{
DECLARE_ABSTRACT_CLASS(DInterBackground, DObject)
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
@ -161,436 +163,23 @@ private:
FTexture* splat = nullptr; // splat
FTexture *background = nullptr;
wbstartstruct_t *wbs;
public:
FInterBackground(wbstartstruct_t *wbst)
{
wbs = wbst;
DInterBackground(wbstartstruct_t *wbst);
bool LoadBackground(bool isenterpic);
void updateAnimatedBack();
void drawBackground(int state, bool drawsplat, bool snl_pointeron);
private:
};
//====================================================================
//
// Loads the background - either from a single texture
// or an intermission lump.
// Unfortunately the texture manager is incapable of recognizing text
// files so if you use a script you have to prefix its name by '$' in
// MAPINFO.
//
//====================================================================
bool IsExMy(const char * name)
{
// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
// Level names can be upper- and lower case so use tolower to check!
// Level names can be upper- and lower case so use tolower to check.
return (tolower(name[0]) == 'e' && name[1] >= '1' && name[1] <= '3' && tolower(name[2]) == 'm');
}
bool LoadBackground(bool isenterpic)
{
const char *lumpname = NULL;
char buffer[10];
in_anim_t an;
lnode_t pt;
FTextureID texture;
bool noautostartmap = false;
bcnt = 0;
texture.SetInvalid();
if (isenterpic)
{
level_info_t * li = FindLevelInfo(wbs->next);
if (li != NULL) lumpname = li->EnterPic;
}
else
{
lumpname = level.info->ExitPic;
}
// Try to get a default if nothing specified
if (lumpname == NULL || lumpname[0] == 0)
{
lumpname = NULL;
switch (gameinfo.gametype)
{
case GAME_Chex:
case GAME_Doom:
if (!(gameinfo.flags & GI_MAPxx))
{
const char *level = isenterpic ? wbs->next : wbs->current;
if (IsExMy(level))
{
mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic)
{
// One special case needs to be handled here!
// If going from E1-E3 to E4 the default should be used, not the exit pic.
// Not if the exit pic is user defined!
if (level.info->ExitPic.IsNotEmpty()) return false;
// E1-E3 need special treatment when playing Doom 1.
if (!(gameinfo.flags & GI_MAPxx))
{
// not if the last level is not from the first 3 episodes
if (!IsExMy(wbs->current)) return false;
// not if the next level is one of the first 3 episodes
if (IsExMy(wbs->next)) return false;
}
}
lumpname = "INTERPIC";
}
break;
case GAME_Heretic:
if (isenterpic)
{
if (IsExMy(wbs->next))
{
mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic) return false;
lumpname = "FLOOR16";
}
break;
case GAME_Hexen:
if (isenterpic) return false;
lumpname = "INTERPIC";
break;
case GAME_Strife:
default:
// Strife doesn't have an intermission pic so choose something neutral.
if (isenterpic) return false;
lumpname = gameinfo.BorderFlat;
break;
}
}
if (lumpname == NULL)
{
// shouldn't happen!
background = NULL;
return false;
}
lnodes.Clear();
anims.Clear();
yah.Clear();
splat = NULL;
// a name with a starting '$' indicates an intermission script
if (*lumpname != '$')
{
texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
}
else
{
int lumpnum = Wads.CheckNumForFullName(lumpname + 1, true);
if (lumpnum >= 0)
{
FScanner sc(lumpnum);
while (sc.GetString())
{
an.Reset();
int caseval = sc.MustMatchString(WI_Cmd);
switch (caseval)
{
case 0: // Background
sc.MustGetString();
texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
break;
case 1: // Splat
sc.MustGetString();
splat = TexMan[sc.String];
break;
case 2: // Pointers
while (sc.GetString() && !sc.Crossed)
{
yah.Push(TexMan[sc.String]);
}
if (sc.Crossed)
sc.UnGet();
break;
case 3: // Spots
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
pt.Level = sc.String;
sc.MustGetNumber();
pt.x = sc.Number;
sc.MustGetNumber();
pt.y = sc.Number;
lnodes.Push(pt);
}
break;
case 4: // IfEntering
an.type = ANIM_IFENTERING;
goto readanimation;
case 5: // IfEntering
an.type = ANIM_IFNOTENTERING;
goto readanimation;
case 6: // IfVisited
an.type = ANIM_IFVISITED;
goto readanimation;
case 7: // IfNotVisited
an.type = ANIM_IFNOTVISITED;
goto readanimation;
case 8: // IfLeaving
an.type = ANIM_IFLEAVING;
goto readanimation;
case 9: // IfNotLeaving
an.type = ANIM_IFNOTLEAVING;
goto readanimation;
case 10: // IfTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
an.LevelName2 = sc.String;
goto readanimation;
case 11: // IfNotTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
an.LevelName2 = sc.String;
goto readanimation;
case 14: // NoAutostartMap
noautostartmap = true;
break;
readanimation:
sc.MustGetString();
an.LevelName = sc.String;
sc.MustGetString();
caseval = sc.MustMatchString(WI_Cmd);
default:
switch (caseval)
{
case 12: // Animation
an.type |= ANIM_ALWAYS;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetNumber();
an.period = sc.Number;
an.nexttic = 1 + (M_Random() % an.period);
if (sc.GetString())
{
if (sc.Compare("ONCE"))
{
an.data = 1;
}
else
{
sc.UnGet();
}
}
if (!sc.CheckString("{"))
{
sc.MustGetString();
an.frames.Push(TexMan[sc.String]);
}
else
{
while (!sc.CheckString("}"))
{
sc.MustGetString();
an.frames.Push(TexMan[sc.String]);
}
}
an.ctr = -1;
anims.Push(an);
break;
case 13: // Pic
an.type |= ANIM_PIC;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetString();
an.frames.Reserve(1); // allocate exactly one element
an.frames[0] = TexMan[sc.String];
anims.Push(an);
break;
default:
sc.ScriptError("Unknown token %s in intermission script", sc.String);
}
}
}
}
else
{
Printf("Intermission script %s not found!\n", lumpname + 1);
texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
}
}
background = TexMan[texture];
return noautostartmap;
}
//====================================================================
//
// made this more generic and configurable through a script
// Removed all the ugly special case handling for different game modes
//
//====================================================================
void updateAnimatedBack()
{
unsigned int i;
bcnt++;
for (i = 0; i<anims.Size(); i++)
{
in_anim_t * a = &anims[i];
switch (a->type & ANIM_TYPE)
{
case ANIM_ALWAYS:
if (bcnt >= a->nexttic)
{
if (++a->ctr >= (int)a->frames.Size())
{
if (a->data == 0) a->ctr = 0;
else a->ctr--;
}
a->nexttic = bcnt + a->period;
}
break;
case ANIM_PIC:
a->ctr = 0;
break;
}
}
}
//====================================================================
//
// Draws the background including all animations
//
//====================================================================
void drawBackground(int state, bool drawsplat, bool snl_pointeron)
{
unsigned int i;
double animwidth = 320; // For a flat fill or clear background scale animations to 320x200
double animheight = 200;
if (background)
{
// background
if (background->UseType == FTexture::TEX_MiscPatch)
{
// scale all animations below to fit the size of the base pic
// The base pic is always scaled to fit the screen so this allows
// placing the animations precisely where they belong on the base pic
animwidth = background->GetScaledWidthDouble();
animheight = background->GetScaledHeightDouble();
screen->FillBorder(NULL);
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
{
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
}
}
else
{
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
}
for (i = 0; i<anims.Size(); i++)
{
in_anim_t * a = &anims[i];
level_info_t * li;
switch (a->type & ANIM_CONDITION)
{
case ANIM_IFVISITED:
li = FindLevelInfo(a->LevelName);
if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
break;
case ANIM_IFNOTVISITED:
li = FindLevelInfo(a->LevelName);
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
break;
// StatCount means 'leaving' - everything else means 'entering'!
case ANIM_IFENTERING:
if (state == StatCount || strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFNOTENTERING:
if (state != StatCount && !strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFLEAVING:
if (state != StatCount || strnicmp(a->LevelName, wbs->current, 8)) continue;
break;
case ANIM_IFNOTLEAVING:
if (state == StatCount && !strnicmp(a->LevelName, wbs->current, 8)) continue;
break;
case ANIM_IFTRAVELLING:
if (strnicmp(a->LevelName2, wbs->current, 8) || strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFNOTTRAVELLING:
if (!strnicmp(a->LevelName2, wbs->current, 8) && !strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
}
if (a->ctr >= 0)
screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
}
if (drawsplat)
{
for (i = 0; i<lnodes.Size(); i++)
{
level_info_t * li = FindLevelInfo(lnodes[i].Level);
if (li && li->flags & LEVEL_VISITED) drawOnLnode(i, &splat, 1); // draw a splat on taken cities.
}
}
// draw flashing ptr
if (snl_pointeron && yah.Size())
{
unsigned int v = MapToIndex(wbs->next);
// Draw only if it points to a valid level on the current screen!
if (v<lnodes.Size()) drawOnLnode(v, &yah[0], yah.Size());
}
}
private:
//====================================================================
//
// Draws the splats and the 'You are here' arrows
@ -641,10 +230,468 @@ private:
}
}
}
};
DInterBackground:: DInterBackground(wbstartstruct_t *wbst)
{
wbs = wbst;
}
DEFINE_ACTION_FUNCTION(DInterBackground, Create)
{
PARAM_PROLOGUE;
PARAM_POINTER(wbst, wbstartstruct_t);
ACTION_RETURN_POINTER(new DInterBackground(wbst));
}
//====================================================================
//
// Loads the background - either from a single texture
// or an intermission lump.
// Unfortunately the texture manager is incapable of recognizing text
// files so if you use a script you have to prefix its name by '$' in
// MAPINFO.
//
//====================================================================
bool DInterBackground::LoadBackground(bool isenterpic)
{
const char *lumpname = NULL;
char buffer[10];
in_anim_t an;
lnode_t pt;
FTextureID texture;
bool noautostartmap = false;
bcnt = 0;
texture.SetInvalid();
if (isenterpic)
{
level_info_t * li = FindLevelInfo(wbs->next);
if (li != NULL) lumpname = li->EnterPic;
}
else
{
lumpname = level.info->ExitPic;
}
// Try to get a default if nothing specified
if (lumpname == NULL || lumpname[0] == 0)
{
lumpname = NULL;
switch (gameinfo.gametype)
{
case GAME_Chex:
case GAME_Doom:
if (!(gameinfo.flags & GI_MAPxx))
{
const char *level = isenterpic ? wbs->next : wbs->current;
if (IsExMy(level))
{
mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic)
{
// One special case needs to be handled here!
// If going from E1-E3 to E4 the default should be used, not the exit pic.
// Not if the exit pic is user defined!
if (level.info->ExitPic.IsNotEmpty()) return false;
// E1-E3 need special treatment when playing Doom 1.
if (!(gameinfo.flags & GI_MAPxx))
{
// not if the last level is not from the first 3 episodes
if (!IsExMy(wbs->current)) return false;
// not if the next level is one of the first 3 episodes
if (IsExMy(wbs->next)) return false;
}
}
lumpname = "INTERPIC";
}
break;
case GAME_Heretic:
if (isenterpic)
{
if (IsExMy(wbs->next))
{
mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic) return false;
lumpname = "FLOOR16";
}
break;
case GAME_Hexen:
if (isenterpic) return false;
lumpname = "INTERPIC";
break;
case GAME_Strife:
default:
// Strife doesn't have an intermission pic so choose something neutral.
if (isenterpic) return false;
lumpname = gameinfo.BorderFlat;
break;
}
}
if (lumpname == NULL)
{
// shouldn't happen!
background = NULL;
return false;
}
lnodes.Clear();
anims.Clear();
yah.Clear();
splat = NULL;
// a name with a starting '$' indicates an intermission script
if (*lumpname != '$')
{
texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
}
else
{
int lumpnum = Wads.CheckNumForFullName(lumpname + 1, true);
if (lumpnum >= 0)
{
FScanner sc(lumpnum);
while (sc.GetString())
{
an.Reset();
int caseval = sc.MustMatchString(WI_Cmd);
switch (caseval)
{
case 0: // Background
sc.MustGetString();
texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
break;
case 1: // Splat
sc.MustGetString();
splat = TexMan[sc.String];
break;
case 2: // Pointers
while (sc.GetString() && !sc.Crossed)
{
yah.Push(TexMan[sc.String]);
}
if (sc.Crossed)
sc.UnGet();
break;
case 3: // Spots
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
pt.Level = sc.String;
sc.MustGetNumber();
pt.x = sc.Number;
sc.MustGetNumber();
pt.y = sc.Number;
lnodes.Push(pt);
}
break;
case 4: // IfEntering
an.type = ANIM_IFENTERING;
goto readanimation;
case 5: // IfEntering
an.type = ANIM_IFNOTENTERING;
goto readanimation;
case 6: // IfVisited
an.type = ANIM_IFVISITED;
goto readanimation;
case 7: // IfNotVisited
an.type = ANIM_IFNOTVISITED;
goto readanimation;
case 8: // IfLeaving
an.type = ANIM_IFLEAVING;
goto readanimation;
case 9: // IfNotLeaving
an.type = ANIM_IFNOTLEAVING;
goto readanimation;
case 10: // IfTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
an.LevelName2 = sc.String;
goto readanimation;
case 11: // IfNotTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
an.LevelName2 = sc.String;
goto readanimation;
case 14: // NoAutostartMap
noautostartmap = true;
break;
readanimation:
sc.MustGetString();
an.LevelName = sc.String;
sc.MustGetString();
caseval = sc.MustMatchString(WI_Cmd);
default:
switch (caseval)
{
case 12: // Animation
an.type |= ANIM_ALWAYS;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetNumber();
an.period = sc.Number;
an.nexttic = 1 + (M_Random() % an.period);
if (sc.GetString())
{
if (sc.Compare("ONCE"))
{
an.data = 1;
}
else
{
sc.UnGet();
}
}
if (!sc.CheckString("{"))
{
sc.MustGetString();
an.frames.Push(TexMan[sc.String]);
}
else
{
while (!sc.CheckString("}"))
{
sc.MustGetString();
an.frames.Push(TexMan[sc.String]);
}
}
an.ctr = -1;
anims.Push(an);
break;
case 13: // Pic
an.type |= ANIM_PIC;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetString();
an.frames.Reserve(1); // allocate exactly one element
an.frames[0] = TexMan[sc.String];
anims.Push(an);
break;
default:
sc.ScriptError("Unknown token %s in intermission script", sc.String);
}
}
}
}
else
{
Printf("Intermission script %s not found!\n", lumpname + 1);
texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
}
}
background = TexMan[texture];
return noautostartmap;
}
DEFINE_ACTION_FUNCTION(DInterBackground, LoadBackground)
{
PARAM_SELF_PROLOGUE(DInterBackground);
PARAM_BOOL(isenterpic);
ACTION_RETURN_BOOL(self->LoadBackground(isenterpic));
}
//====================================================================
//
// made this more generic and configurable through a script
// Removed all the ugly special case handling for different game modes
//
//====================================================================
void DInterBackground::updateAnimatedBack()
{
unsigned int i;
bcnt++;
for (i = 0; i<anims.Size(); i++)
{
in_anim_t * a = &anims[i];
switch (a->type & ANIM_TYPE)
{
case ANIM_ALWAYS:
if (bcnt >= a->nexttic)
{
if (++a->ctr >= (int)a->frames.Size())
{
if (a->data == 0) a->ctr = 0;
else a->ctr--;
}
a->nexttic = bcnt + a->period;
}
break;
case ANIM_PIC:
a->ctr = 0;
break;
}
}
}
DEFINE_ACTION_FUNCTION(DInterBackground, updateAnimatedBack)
{
PARAM_SELF_PROLOGUE(DInterBackground);
self->updateAnimatedBack();
return 0;
}
//====================================================================
//
// Draws the background including all animations
//
//====================================================================
void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointeron)
{
unsigned int i;
double animwidth = 320; // For a flat fill or clear background scale animations to 320x200
double animheight = 200;
if (background)
{
// background
if (background->UseType == FTexture::TEX_MiscPatch)
{
// scale all animations below to fit the size of the base pic
// The base pic is always scaled to fit the screen so this allows
// placing the animations precisely where they belong on the base pic
animwidth = background->GetScaledWidthDouble();
animheight = background->GetScaledHeightDouble();
screen->FillBorder(NULL);
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
{
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
}
}
else
{
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
}
for (i = 0; i<anims.Size(); i++)
{
in_anim_t * a = &anims[i];
level_info_t * li;
switch (a->type & ANIM_CONDITION)
{
case ANIM_IFVISITED:
li = FindLevelInfo(a->LevelName);
if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
break;
case ANIM_IFNOTVISITED:
li = FindLevelInfo(a->LevelName);
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
break;
// StatCount means 'leaving' - everything else means 'entering'!
case ANIM_IFENTERING:
if (state == StatCount || strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFNOTENTERING:
if (state != StatCount && !strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFLEAVING:
if (state != StatCount || strnicmp(a->LevelName, wbs->current, 8)) continue;
break;
case ANIM_IFNOTLEAVING:
if (state == StatCount && !strnicmp(a->LevelName, wbs->current, 8)) continue;
break;
case ANIM_IFTRAVELLING:
if (strnicmp(a->LevelName2, wbs->current, 8) || strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
case ANIM_IFNOTTRAVELLING:
if (!strnicmp(a->LevelName2, wbs->current, 8) && !strnicmp(a->LevelName, wbs->next, 8)) continue;
break;
}
if (a->ctr >= 0)
screen->DrawTexture(a->frames[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
}
if (drawsplat)
{
for (i = 0; i<lnodes.Size(); i++)
{
level_info_t * li = FindLevelInfo(lnodes[i].Level);
if (li && li->flags & LEVEL_VISITED) drawOnLnode(i, &splat, 1); // draw a splat on taken cities.
}
}
// draw flashing ptr
if (snl_pointeron && yah.Size())
{
unsigned int v = MapToIndex(wbs->next);
// Draw only if it points to a valid level on the current screen!
if (v<lnodes.Size()) drawOnLnode(v, &yah[0], yah.Size());
}
}
DEFINE_ACTION_FUNCTION(DInterBackground, drawBackground)
{
PARAM_SELF_PROLOGUE(DInterBackground);
PARAM_INT(state);
PARAM_BOOL(splat);
PARAM_BOOL(pointer);
self->drawBackground(state, splat, pointer);
return 0;
}
IMPLEMENT_CLASS(DInterBackground, true, false)
//====================================================================
//
//
//
//====================================================================
struct FPatchInfo
{
FFont *mFont;
@ -715,7 +762,7 @@ public:
//
FInterBackground *bg;
DInterBackground *bg;
int acceleratestage; // used to accelerate or skip a stage
bool playerready[MAXPLAYERS];
int me; // wbs->pnum
@ -2039,14 +2086,15 @@ public:
if (li) lnametexts[1] = li->LookupLevelName();
else lnametexts[1] = "";
bg = new FInterBackground(wbs);
bg = new DInterBackground(wbs);
GC::AddSoftRoot(bg);
noautostartmap = bg->LoadBackground(false);
}
void WI_unloadData ()
{
// [RH] The texture data gets unloaded at pre-map time, so there's nothing to do here
if (bg != nullptr) delete bg;
GC::DelSoftRoot(bg);
bg->Destroy();
bg = nullptr;
return;
}
@ -2149,6 +2197,7 @@ DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, totaltime);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, pnum);
DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, plyr);
DEFINE_FIELD(FIntermissionScreen, bg);
DEFINE_FIELD(FIntermissionScreen, acceleratestage);
DEFINE_FIELD(FIntermissionScreen, playerready);
DEFINE_FIELD(FIntermissionScreen, me);