Files
fs2open.github.com/code/missionui/missionloopbrief.cpp
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00

308 lines
8.3 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "graphics/generic.h"
#include "io/key.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "missionui/missionloopbrief.h"
#include "missionui/missionscreencommon.h"
#include "popup/popup.h"
#include "sound/audiostr.h"
#include "sound/fsspeech.h"
extern char default_loop_briefing_color; // Doesn't seem worth including alphacolors.h for -MageKing17
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF DEFINES/VARS
//
const char *Loop_brief_fname[GR_NUM_RESOLUTIONS] = {
"LoopBrief", // GR_640
"2_LoopBrief", // GR_1024
};
const char *Loop_brief_mask[GR_NUM_RESOLUTIONS] = {
"LoopBrief-m", // GR_640
"2_Loopbrief-m", // GR_1024
};
#define NUM_LOOP_BRIEF_BUTTONS 2
#define LOOP_BRIEF_DECLINE 0
#define LOOP_BRIEF_ACCEPT 1
ui_button_info Loop_buttons[GR_NUM_RESOLUTIONS][NUM_LOOP_BRIEF_BUTTONS] = {
{ // GR_640
ui_button_info("LBB_00", 529, 437, -1, -1, 0),
ui_button_info("LBB_01", 575, 433, -1, -1, 1),
},
{ // GR_1024
ui_button_info("2_LBB_00", 846, 699, -1, -1, 0),
ui_button_info("2_LBB_01", 920, 693, -1, -1, 1),
}
};
#define NUM_LOOP_TEXT 2
UI_XSTR Loop_text[GR_NUM_RESOLUTIONS][NUM_LOOP_TEXT] = {
{ // GR_640
{ "Decline", 1467, 514, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 573, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_ACCEPT].button },
},
{ // GR_1024
{ "Decline", 1467, 855, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 928, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_ACCEPT].button },
}
};
// Originally from missioncmdbrief.cpp
// center coordinates only
int Loop_brief_anim_center_coords[GR_NUM_RESOLUTIONS][2] =
{
{
242, 367 // GR_640
},
{
392, 587 // GR_1024
}
};
// text window coords
int Loop_brief_text_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
25, 107, 591, 143
},
{ // GR_1024
40, 171, 945, 229
}
};
UI_WINDOW Loop_brief_window;
int Loop_brief_bitmap;
generic_anim Loop_anim;
int Loop_sound;
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF FUNCTIONS
//
// button press
void loop_brief_button_pressed(int i)
{
switch(i){
case LOOP_BRIEF_DECLINE:
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case LOOP_BRIEF_ACCEPT:
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
}
}
// init
void loop_brief_init()
{
int idx;
ui_button_info *b;
// load the background bitmap
Loop_brief_bitmap = bm_load(Loop_brief_fname[gr_screen.res]);
Assert(Loop_brief_bitmap != -1);
// window
Loop_brief_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Loop_brief_window.set_mask_bmap(Loop_brief_mask[gr_screen.res]);
// add the buttons
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++) {
b = &Loop_buttons[gr_screen.res][idx];
b->button.create(&Loop_brief_window, "", b->x, b->y, 60, 30, 0, 1);
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// add text
for(idx=0; idx<NUM_LOOP_TEXT; idx++){
Loop_brief_window.add_XSTR(&Loop_text[gr_screen.res][idx]);
}
const char* anim_name;
// load animation if any
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_anim != NULL){
anim_name = Campaign.missions[Campaign.current_mission].mission_branch_brief_anim;
} else {
anim_name = "CB_default";
}
int stream_result = generic_anim_init_and_stream(&Loop_anim, anim_name, bm_get_type(Loop_brief_bitmap), true);
// we've failed to load any animation
if (stream_result < 0) {
// load an image and treat it like a 1 frame animation
Loop_anim.first_frame = bm_load(anim_name); //if we fail here, the value is still -1
if(Loop_anim.first_frame != -1) {
Loop_anim.num_frames = 1;
}
}
// init brief text
if(Campaign.missions[Campaign.current_mission].mission_branch_desc != NULL){
brief_color_text_init(Campaign.missions[Campaign.current_mission].mission_branch_desc, Loop_brief_text_coords[gr_screen.res][2], default_loop_briefing_color);
}
bool sound_played = false;
// open sound
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound != NULL){
Loop_sound = audiostream_open(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound, ASF_VOICE);
if(Loop_sound != -1){
audiostream_play(Loop_sound, Master_voice_volume, 0);
sound_played = true;
}
}
if(sound_played == false) {
fsspeech_play(FSSPEECH_FROM_BRIEFING,
Campaign.missions[Campaign.current_mission].mission_branch_desc);
}
// music
common_music_init(SCORE_BRIEFING);
}
// do
void loop_brief_do(float frametime)
{
int k;
int idx;
// process keys
k = Loop_brief_window.process();
switch (k) {
case KEY_ESC:
int do_loop = 0;
// this popup should be straight forward, and also not allow you to get out
// of it without actually picking one of the two options
do_loop = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON | PF_IGNORE_ESC | PF_BODY_BIG, 2, XSTR("Decline", 1467), XSTR("Accept", 1035), XSTR("You must either Accept or Decline before returning to the Main Hall", 1618));
// if we accepted moving into loop then set it up for the next time the user plays
if (do_loop == 1) {
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
}
gameseq_post_event(GS_EVENT_MAIN_MENU);
return;
}
// process button presses
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++){
if (Loop_buttons[gr_screen.res][idx].button.pressed()){
loop_brief_button_pressed(idx);
}
}
common_music_do();
// clear
GR_MAYBE_CLEAR_RES(Loop_brief_bitmap);
if (Loop_brief_bitmap >= 0) {
gr_set_bitmap(Loop_brief_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
// draw the window
Loop_brief_window.draw();
// render the briefing text
brief_render_text(0, Loop_brief_text_coords[gr_screen.res][0], Loop_brief_text_coords[gr_screen.res][1], Loop_brief_text_coords[gr_screen.res][3], flFrametime);
if(Loop_anim.num_frames > 0) {
int x;
int y;
bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Loop_anim, frametime, x, y, true);
}
if(Loop_anim.num_frames > 0) {
int x;
int y;
bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Loop_anim, frametime, x, y, true);
}
// render all anims
anim_render_all(GS_STATE_LOOP_BRIEF, flFrametime);
gr_flip();
}
// close
void loop_brief_close()
{
// this makes sure that we're all cool no matter how the user decides to exit
mission_campaign_mission_over();
// free the bitmap
if (Loop_brief_bitmap >= 0){
bm_release(Loop_brief_bitmap);
}
Loop_brief_bitmap = -1;
// destroy the window
Loop_brief_window.destroy();
if (Loop_anim.num_frames > 0)
{
generic_anim_unload(&Loop_anim);
}
// stop voice
if(Loop_sound != -1){
audiostream_stop(Loop_sound, 1, 0);
audiostream_close_file(Loop_sound, 1);
Loop_sound = -1;
}
fsspeech_stop();
// stop music
common_music_close();
}