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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.
259 lines
6.5 KiB
C++
259 lines
6.5 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "freespace.h"
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#include "gamesequence/gamesequence.h"
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#include "gamesnd/gamesnd.h"
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#include "io/key.h"
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#include "menuui/mainhallmenu.h"
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#include "menuui/mainhalltemp.h"
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#include "mission/missioncampaign.h"
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#include "mission/missionload.h"
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#include "playerman/player.h"
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#include "ui/ui.h"
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// ------------------------------------------------------------------------------------------------------------------------
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// TEMP MAIN HALL DEFINES/VARS
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//
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#define MHT_NUM_BUTTONS 6
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const char *Mht_bitmap_fname[GR_NUM_RESOLUTIONS] = {
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"mht_background", // GR_640
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"2_mht_background" // GR_1024
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};
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const char *Mht_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
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"mht_mask", // GR_640
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"2_mht_mask" // GR_1024
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};
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// button defs
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#define MHT_READY_ROOM 0
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#define MHT_CAMPAIGN_ROOM 1
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#define MHT_OPTIONS 2
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#define MHT_TECH_ROOM 3
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#define MHT_BARRACKS 4
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#define MHT_EXIT 5
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UI_WINDOW Mht_window; // the window object for the join screen
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int Mht_bitmap; // the background bitmap
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ui_button_info Mht_buttons[GR_NUM_RESOLUTIONS][MHT_NUM_BUTTONS] = {
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{ // GR_640
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ui_button_info( "MHT_00", 15, 194, -1, -1, 2 ), // ready room
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ui_button_info( "MHT_01", 15, 222, -1, -1, 5 ), // campaigns
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ui_button_info( "MHT_02", 14, 251, -1, -1, 4 ), // options
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ui_button_info( "MHT_03", 14, 280, -1, -1, 3 ), // tech room
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ui_button_info( "MHT_04", 14, 309, -1, -1, 1 ), // barracks
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ui_button_info( "MHT_05", 16, 339, -1, -1, 0 ), // exit
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},
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{ // GR_1024
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ui_button_info( "2_MHT_00", 25, 312, -1, -1, 2 ), // ready room
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ui_button_info( "2_MHT_01", 25, 357, -1, -1, 5 ), // campaigns
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ui_button_info( "2_MHT_02", 24, 403, -1, -1, 4 ), // options
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ui_button_info( "2_MHT_03", 24, 450, -1, -1, 3 ), // tech room
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ui_button_info( "2_MHT_04", 25, 497, -1, -1, 1 ), // barracks
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ui_button_info( "2_MHT_05", 27, 544, -1, -1, 0 ), // exit
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}
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};
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// ------------------------------------------------------------------------------------------------------------------------
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// TEMP MAIN HALL FUNCTIONS
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//
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void mht_check_buttons();
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void mht_button_pressed(int n);
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void mht_exit_game();
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void mht_init()
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{
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int idx;
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// create the interface window
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Mht_window.create(0, 0, gr_screen.max_w_unscaled,gr_screen.max_h_unscaled, 0);
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Mht_window.set_mask_bmap(Mht_bitmap_mask_fname[gr_screen.res]);
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// load the background bitmap
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Mht_bitmap = bm_load(Mht_bitmap_fname[gr_screen.res]);
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if(Mht_bitmap < 0){
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// we failed to load the bitmap - this is very bad
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Int3();
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}
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// create the interface buttons
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for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
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// create the object
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Mht_buttons[gr_screen.res][idx].button.create(&Mht_window, "", Mht_buttons[gr_screen.res][idx].x, Mht_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
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// set the sound to play when highlighted
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Mht_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
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// set the ani for the button
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Mht_buttons[gr_screen.res][idx].button.set_bmaps(Mht_buttons[gr_screen.res][idx].filename);
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// set the hotspot
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Mht_buttons[gr_screen.res][idx].button.link_hotspot(Mht_buttons[gr_screen.res][idx].hotspot);
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}
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// remove any multiplayer flags from the game mode
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Game_mode &= ~(GM_MULTIPLAYER);
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// initialize the music
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main_hall_start_music();
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// set the game_mode based on the type of player
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Assert( Player != NULL );
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if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
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Game_mode = GM_MULTIPLAYER;
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} else {
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Game_mode = GM_NORMAL;
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}
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}
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void mht_do()
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{
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int k = Mht_window.process();
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// need to ensure ambient is playing, since it may be stopped by a playing movie
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main_hall_start_ambient();
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// process any keypresses
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switch(k){
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case KEY_ESC :
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mht_exit_game();
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break;
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case KEY_B:
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gameseq_post_event( GS_EVENT_BARRACKS_MENU );
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break;
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case KEY_G:
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if(Player->flags & PLAYER_FLAGS_IS_MULTI){
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break;
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}
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if (Num_recent_missions > 0) {
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strcpy_s( Game_current_mission_filename, Recent_missions[0] );
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} else {
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mission_load_up_campaign();
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strcpy_s( Game_current_mission_filename, Campaign.missions[0].name );
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}
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Campaign.current_mission = -1;
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gameseq_post_event(GS_EVENT_START_GAME_QUICK);
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break;
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case KEY_L:
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gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
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break;
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case KEY_F2:
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gameseq_post_event(GS_EVENT_OPTIONS_MENU);
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break;
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case KEY_M:
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if (Player->flags & PLAYER_FLAGS_IS_MULTI){
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main_hall_do_multi_ready();
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}
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break;
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}
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// process button presses
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mht_check_buttons();
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// draw the background, etc
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gr_reset_clip();
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GR_MAYBE_CLEAR_RES(Mht_bitmap);
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if(Mht_bitmap != -1){
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gr_set_bitmap(Mht_bitmap);
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gr_bitmap(0,0,GR_RESIZE_MENU);
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}
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Mht_window.draw();
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// flip the buffer
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gr_flip();
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}
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void mht_close()
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{
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// unload any bitmaps
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if(!bm_unload(Mht_bitmap)){
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nprintf(("General","WARNING : could not unload background bitmap %s\n", Mht_bitmap_fname[gr_screen.res]));
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}
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// destroy the UI_WINDOW
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Mht_window.destroy();
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}
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void mht_check_buttons()
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{
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int idx;
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for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
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// we only really need to check for one button pressed at a time, so we can break after
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// finding one.
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if(Mht_buttons[gr_screen.res][idx].button.pressed()){
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mht_button_pressed(idx);
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break;
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}
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}
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}
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void mht_button_pressed(int n)
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{
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switch(n){
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case MHT_READY_ROOM:
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if (Player->flags & PLAYER_FLAGS_IS_MULTI){
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main_hall_do_multi_ready();
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} else {
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gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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}
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break;
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case MHT_CAMPAIGN_ROOM:
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gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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case MHT_OPTIONS:
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gameseq_post_event(GS_EVENT_OPTIONS_MENU);
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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case MHT_TECH_ROOM:
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gameseq_post_event( GS_EVENT_TECH_MENU );
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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case MHT_BARRACKS:
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gameseq_post_event( GS_EVENT_BARRACKS_MENU );
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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case MHT_EXIT:
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mht_exit_game();
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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}
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}
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void mht_exit_game()
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{
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// stop music first
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main_hall_stop_music(true);
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main_hall_stop_ambient();
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gameseq_post_event(GS_EVENT_QUIT_GAME);
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}
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