Implemented auto-advancing TextPrompts

* Fixed TextSpeed
* New TimeToNext
* Other bugs
This commit is contained in:
mazmazz 2018-11-03 21:53:17 -04:00
parent 0a766dc93b
commit 73ae273348
3 changed files with 78 additions and 48 deletions

View File

@ -1685,7 +1685,7 @@ static void readtextpromptpage(MYFILE *f, INT32 num, INT32 pagenum)
textprompts[num]->page[pagenum].verticalalign = align;
}
else if (fastcmp(word, "TEXTSPEED"))
textprompts[num]->page[pagenum].textspeed = min(max(0, i), 15);
textprompts[num]->page[pagenum].textspeed = get_number(word2);
else if (fastcmp(word, "TEXTSFX"))
textprompts[num]->page[pagenum].textsfx = get_number(word2);
else if (fastcmp(word, "METAPAGE"))
@ -1708,6 +1708,8 @@ static void readtextpromptpage(MYFILE *f, INT32 num, INT32 pagenum)
textprompts[num]->page[pagenum].nextprompt = usi;
else if (fastcmp(word, "NEXTPAGE"))
textprompts[num]->page[pagenum].nextpage = usi;
else if (fastcmp(word, "TIMETONEXT"))
textprompts[num]->page[pagenum].timetonext = get_number(word2);
else
deh_warning("PromptPage %d: unknown word '%s'", num, word);
}

View File

@ -175,10 +175,11 @@ typedef struct
UINT8 backcolor; // see CON_SetupBackColormap: 0-10, 11 for default, UINT8_MAX for user-defined (CONS_BACKCOLOR)
UINT8 align; // text alignment, 0 = left, 1 = right, 2 = center
UINT8 verticalalign; // vertical text alignment, 0 = top, 1 = bottom, 2 = middle
UINT8 textspeed; // text speed 0-15, makes it slower. See f_finale.c F_WriteText
UINT8 textspeed; // text speed, delay in tics between characters.
sfxenum_t textsfx; // sfx_ id for printing text
UINT8 nextprompt; // next prompt to jump to, one-based. 0 = current prompt
UINT8 nextpage; // next page to jump to, one-based. 0 = next page within prompt->numpages
INT32 timetonext; // time in tics to jump to next page automatically. 0 = don't jump automatically
char *text;
} textpage_t;

View File

@ -2068,7 +2068,7 @@ static void F_PreparePageText(char *pagetext)
promptpagetext = V_WordWrap(textx, textr, 0, pagetext);
F_NewCutscene(promptpagetext);
cutscene_textspeed = TICRATE/4; // \todo configurable speed by SOC
cutscene_textspeed = textprompts[cutnum]->page[scenenum].textspeed ? textprompts[cutnum]->page[scenenum].textspeed : TICRATE/5;
cutscene_textcount = 0; // no delay in beginning
cutscene_boostspeed = 0; // don't print 8 characters to start
@ -2113,17 +2113,22 @@ static void F_AdvanceToNextPage(void)
F_EndTextPrompt();
else
{
timetonext = 1; // on page-mode, delay before boosting // \todo timed mode set by SOC, enable different behavior for a legitimate timer
// on page mode, number of tics before allowing boost
// on timer mode, number of tics until page advances
timetonext = textprompts[cutnum]->page[scenenum].timetonext ? textprompts[cutnum]->page[scenenum].timetonext : TICRATE/10;
F_PreparePageText(textprompts[cutnum]->page[scenenum].text);
}
}
void F_EndTextPrompt(void)
{
promptactive = false;
if (promptactive) {
if (promptmo && promptmo->player && promptblockcontrols)
promptmo->reactiontime = TICRATE/4; // prevent jumping right away // \todo account freeze realtime for this)
// \todo reset frozen realtime?
}
if (promptmo && promptmo->player && promptblockcontrols)
promptmo->reactiontime = TICRATE/4; // prevent jumping right away // \todo account freeze realtime for this
promptactive = false;
// \todo net safety, maybe loop all player thinkers?
if (promptpostexectag)
@ -2132,13 +2137,6 @@ void F_EndTextPrompt(void)
P_LinedefExecute(promptpostexectag, promptmo, NULL);
P_MapEnd();
}
// \todo reset frozen realtime?
P_SetTarget(&promptmo, NULL);
// \todo if !promptactive, block player jumping if BT_JUMP is set
// so player does not immediately jump upon prompt close
}
void F_StartTextPrompt(INT32 promptnum, INT32 pagenum, mobj_t *mo, UINT16 postexectag, boolean blockcontrols, boolean freezerealtime)
@ -2152,21 +2150,25 @@ void F_StartTextPrompt(INT32 promptnum, INT32 pagenum, mobj_t *mo, UINT16 postex
skullAnimCounter = 0;
// Set up state
P_SetTarget(&promptmo, mo);
promptmo = mo;
promptpostexectag = postexectag;
promptblockcontrols = blockcontrols;
(void)freezerealtime; // \todo freeze player->realtime, maybe this needs to cycle through player thinkers
// Initialize current prompt and scene
cutnum = (textprompts[promptnum]) ? promptnum : INT32_MAX;
scenenum = (pagenum <= textprompts[cutnum]->numpages-1) ? pagenum : INT32_MAX;
scenenum = (cutnum != INT32_MAX && pagenum <= textprompts[cutnum]->numpages-1) ? pagenum : INT32_MAX;
promptactive = (cutnum != INT32_MAX && scenenum != INT32_MAX);
if (promptactive)
{
timetonext = 1; // on page-mode, delay before boosting // \todo timed mode set by SOC, enable different behavior for a legitimate timer
// on page mode, number of tics before allowing boost
// on timer mode, number of tics until page advances
timetonext = textprompts[cutnum]->page[scenenum].timetonext ? textprompts[cutnum]->page[scenenum].timetonext : TICRATE/10;
F_PreparePageText(textprompts[cutnum]->page[scenenum].text);
}
else
F_EndTextPrompt(); // run the post-effects immediately
}
void F_TextPromptDrawer(void)
@ -2255,43 +2257,68 @@ void F_TextPromptTicker(void)
skullAnimCounter = 8;
// button handling
if (promptblockcontrols)
if (textprompts[cutnum]->page[scenenum].timetonext)
{
// \todo loop through all players that have a text prompt
if (promptmo && promptmo->player)
promptmo->player->powers[pw_nocontrol] = 1;
for (i = 0; i < MAXPLAYERS; i++)
if (promptblockcontrols) // same procedure as below, just without the button handling
{
if (netgame && i != serverplayer && i != adminplayer)
continue;
if ((players[i].cmd.buttons & BT_USE) || (players[i].cmd.buttons & BT_JUMP))
for (i = 0; i < MAXPLAYERS; i++)
{
if (timetonext > 1)
timetonext--;
else if (cutscene_baseptr) // don't set boost if we just reset the string
cutscene_boostspeed = 1; // only after a slight delay
if (netgame && i != serverplayer && i != adminplayer)
continue;
if (keypressed)
break;
if (!timetonext) // is 0 when finished generating text
{
F_AdvanceToNextPage();
if (promptactive)
S_StartSound(NULL, sfx_menu1);
}
keypressed = true; // prevent repeat events
players[i].powers[pw_nocontrol] = 1;
break;
}
else if (!(players[i].cmd.buttons & BT_USE) && !(players[i].cmd.buttons & BT_JUMP))
keypressed = false;
break;
}
if (timetonext >= 1)
timetonext--;
if (!timetonext)
F_AdvanceToNextPage();
F_WriteText();
}
else
{
if (promptblockcontrols)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (netgame && i != serverplayer && i != adminplayer)
continue;
players[i].powers[pw_nocontrol] = 1;
if ((players[i].cmd.buttons & BT_USE) || (players[i].cmd.buttons & BT_JUMP))
{
if (timetonext > 1)
timetonext--;
else if (cutscene_baseptr) // don't set boost if we just reset the string
cutscene_boostspeed = 1; // only after a slight delay
if (keypressed)
break;
if (!timetonext) // is 0 when finished generating text
{
F_AdvanceToNextPage();
if (promptactive)
S_StartSound(NULL, sfx_menu1);
}
keypressed = true; // prevent repeat events
}
else if (!(players[i].cmd.buttons & BT_USE) && !(players[i].cmd.buttons & BT_JUMP))
keypressed = false;
break;
}
}
// generate letter-by-letter text
if (!F_WriteText())
timetonext = !promptblockcontrols; // never show the chevron if we can't toggle pages
}
// generate letter-by-letter text
if (!F_WriteText())
timetonext = 0;
}