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Bug #3672 was caused by the dead popup not being cleaned up properly when the player-dead state was left. Closer examination revealed some possible holes in the cleanup logic - e.g. the game assumed that the mission would proceed to the debriefing but neglected the possibility that it would exit to the main hall. This consolidates the two dead states and attempts to make the cleanup more robust. Fixes #3672.
528 lines
15 KiB
C++
528 lines
15 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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#define POPUPDEAD_NUM_CHOICES 3 // normal
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#define POPUPDEAD_NUM_CHOICES_RA 4 // red alert
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#define POPUPDEAD_NUM_CHOICES_SKIP 3 // skip mission menu
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#define POPUPDEAD_NUM_CHOICES_MAX 4
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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 "globalincs/alphacolors.h"
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#include "hud/hudmessage.h"
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#include "io/key.h"
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#include "io/timer.h"
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#include "mission/missionparse.h"
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#include "mission/missioncampaign.h"
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#include "network/multi.h"
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#include "network/multiutil.h"
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#include "playerman/player.h"
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#include "popup/popup.h"
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#include "popup/popupdead.h"
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#include "ui/ui.h"
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UI_WINDOW Popupdead_window;
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UI_BUTTON Popupdead_buttons[POPUPDEAD_NUM_CHOICES_MAX]; // actual lit buttons
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UI_BUTTON Popupdead_button_regions[POPUPDEAD_NUM_CHOICES_MAX]; // fake buttons used for mouse detection over text
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int Popupdead_region_coords[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX][4] =
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{
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{ // GR_640
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{464, 389, 497, 403}, // upper right pixel of text, lower right pixel of button (for tiny popup)
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{464, 413, 497, 427},
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{464, 435, 497, 446},
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{464, 457, 497, 466},
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},
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{ // GR_1024
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{745, 627, 809, 664},
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{745, 663, 809, 700}, // upper right pixel of text, lower right pixel of button (for tiny popup)
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{745, 699, 809, 736},
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{745, 735, 809, 772},
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},
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};
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int Popupdead_button_coords[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX][2] =
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{
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{ // GR_640
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{478, 387}, // upper left pixel (tiny popup)
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{478, 410},
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{478, 432},
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{478, 455},
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},
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{ // GR_1024
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{760, 620}, // upper left pixel (tiny popup)
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{760, 656},
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{760, 692},
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{760, 728},
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}
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};
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const char *Popupdead_background_filename[GR_NUM_RESOLUTIONS] = {
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"PopDeath", // GR_640
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"2_PopDeath" // GR-1024
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};
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int Popupdead_background_coords[GR_NUM_RESOLUTIONS][2] =
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{
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{ // GR_640
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131, 363
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},
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{ // GR_1024
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205, 581
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}
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};
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const char *Popupdead_button_filenames[GR_NUM_RESOLUTIONS][POPUPDEAD_NUM_CHOICES_MAX] =
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{
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{ // GR_640
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"PopD_00", // first choice
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"PopD_01", // second choice
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"PopD_02", // third choice
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"PopD_03", // fourth choice
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},
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{ // GR_1024
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"2_PopD_00", // first choice
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"2_PopD_01", // second choice
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"2_PopD_02", // third choice
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"2_PopD_03", // fourth choice
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}
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};
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int Popupdead_skip_message_y[GR_NUM_RESOLUTIONS] = {
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96, // GR_640
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160
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};
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static const char *Popupdead_button_text[POPUPDEAD_NUM_CHOICES_MAX];
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// multiplayer specifics to help with return values since they can vary
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#define POPUPDEAD_OBS_ONLY 1
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#define POPUPDEAD_OBS_QUIT 2
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#define POPUPDEAD_RESPAWN_ONLY 3
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#define POPUPDEAD_RESPAWN_QUIT 4
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int Popupdead_default_choice; // What the default choice is (ie activated when Enter pressed)
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int Popupdead_active = 0; // A dead popup is active
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int Popupdead_choice; // Index for choice picked (-1 if none picked)
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int Popupdead_num_choices; // number of buttons
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int Popupdead_multi_type; // what kind of popup is active for muliplayer
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int Popupdead_skip_active = 0; // The skip-misison popup is active
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int Popupdead_skip_already_shown = 0;
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UI_TIMESTAMP Popupdead_timer;
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extern int Cmdline_mpnoreturn;
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// Initialize the dead popup data
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void popupdead_start()
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{
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int i;
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UI_BUTTON *b;
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if ( Popupdead_active ) {
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return;
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}
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// increment number of deaths
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Player->failures_this_session++;
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// create base window
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Popupdead_window.create(Popupdead_background_coords[gr_screen.res][0], Popupdead_background_coords[gr_screen.res][1], 1, 1, 0);
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Popupdead_window.set_foreground_bmap(Popupdead_background_filename[gr_screen.res]);
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Popupdead_num_choices = 0;
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Popupdead_multi_type = -1;
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if ((The_mission.max_respawn_delay >= 0) && ( Game_mode & GM_MULTIPLAYER )) {
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Popupdead_timer = ui_timestamp(The_mission.max_respawn_delay * 1000);
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if (Game_mode & GM_MULTIPLAYER) {
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if(!(Net_player->flags & NETINFO_FLAG_LIMBO)){
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if (The_mission.max_respawn_delay) {
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HUD_printf("Player will automatically respawn in %d seconds", The_mission.max_respawn_delay);
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}
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else {
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HUD_printf("Player will automatically respawn now");
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}
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}
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}
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}
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if ( Game_mode & GM_NORMAL ) {
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// also do a campaign check here?
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if (0) { //((Player->show_skip_popup) && (!Popupdead_skip_already_shown) && (Game_mode & GM_CAMPAIGN_MODE) && (Game_mode & GM_NORMAL) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) {
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// init the special preliminary death popup that gives the skip option
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Popupdead_button_text[0] = XSTR( "Do Not Skip This Mission", 1473);
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Popupdead_button_text[1] = XSTR( "Advance To The Next Mission", 1474);
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Popupdead_button_text[2] = XSTR( "Don't Show Me This Again", 1475);
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Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_SKIP;
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Popupdead_skip_active = 1;
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} else if(The_mission.flags[Mission::Mission_Flags::Red_alert]) {
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// We can't staticly declare these because they are externalized
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Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
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Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
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Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
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Popupdead_button_text[3] = XSTR( "Replay previous mission", 1432);
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Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_RA;
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} else {
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Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
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Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
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Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
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Popupdead_num_choices = POPUPDEAD_NUM_CHOICES;
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}
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} else {
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// in multiplayer, we have different choices depending on respawn mode, etc.
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// if the player has run out of respawns and must either quit and become an observer
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if(Net_player->flags & NETINFO_FLAG_LIMBO){
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// the master should not be able to quit the game
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if( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
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Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
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Popupdead_num_choices = 1;
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Popupdead_multi_type = POPUPDEAD_OBS_ONLY;
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} else {
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Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
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Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
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Popupdead_num_choices = 2;
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Popupdead_multi_type = POPUPDEAD_OBS_QUIT;
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}
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} else {
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// the master of the game should not be allowed to quit
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if ( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
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Popupdead_button_text[0] = XSTR( "Respawn", 109);
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Popupdead_num_choices = 1;
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Popupdead_multi_type = POPUPDEAD_RESPAWN_ONLY;
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} else {
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Popupdead_button_text[0] = XSTR( "Respawn", 109);
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if(!Cmdline_mpnoreturn)
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{
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Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
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Popupdead_num_choices = 2;
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}
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else
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{
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Popupdead_num_choices = 1;
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}
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Popupdead_multi_type = POPUPDEAD_RESPAWN_QUIT;
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}
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}
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}
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// create buttons
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for (i=0; i < Popupdead_num_choices; i++) {
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b = &Popupdead_buttons[i];
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b->create(&Popupdead_window, "", Popupdead_button_coords[gr_screen.res][i][0], Popupdead_button_coords[gr_screen.res][i][1], 30, 20, 0, 1);
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b->set_bmaps(Popupdead_button_filenames[gr_screen.res][i], 3, 0);
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b->set_highlight_action(common_play_highlight_sound);
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// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
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int lx, w, h;
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gr_get_string_size(&w, &h, Popupdead_button_text[i]);
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lx = Popupdead_region_coords[gr_screen.res][i][0] - w;
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b = &Popupdead_button_regions[i];
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b->create(&Popupdead_window, "", lx, Popupdead_region_coords[gr_screen.res][i][1], Popupdead_region_coords[gr_screen.res][i][2]-lx, Popupdead_region_coords[gr_screen.res][i][3]-Popupdead_region_coords[gr_screen.res][i][1], 0, 1);
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b->hide();
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}
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io::mouse::CursorManager::get()->pushStatus();
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io::mouse::CursorManager::get()->showCursor(true);
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Popupdead_default_choice = 0;
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Popupdead_choice = -1;
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Popupdead_active = 1;
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}
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// maybe play a sound when key up/down is pressed to switch default choice
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void popupdead_play_default_change_sound()
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{
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int i, mouse_over=0;
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UI_BUTTON *br, *b;
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// only play if mouse not currently highlighting a choice
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for ( i = 0; i < Popupdead_num_choices; i++ ) {
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br = &Popupdead_button_regions[i];
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b = &Popupdead_buttons[i];
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if ( br->button_down() ) {
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mouse_over=1;
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break;
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}
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if ( br->button_hilighted() && !b->button_down() ) {
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mouse_over=1;
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break;
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}
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if ( b->button_hilighted() ) {
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mouse_over=1;
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}
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}
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if (!mouse_over) {
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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}
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}
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// do any key processing here
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// exit: -1 => nothing was done
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// >=0 => a choice was selected
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int popupdead_process_keys(int k)
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{
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int masked_k;
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if ( k <= 0 ) {
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return -1;
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}
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switch(k) {
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case KEY_ENTER:
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return Popupdead_default_choice; // select the current default choice
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break;
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case KEY_ESC:
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if (Popupdead_skip_active) {
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return 0; // 0 mimics a "do not skip"
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} else {
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return 1; // do nothing here for now - 1 mimics a "return to flight deck"
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}
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break;
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case KEY_DOWN:
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case KEY_PAD2:
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case KEY_TAB:
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popupdead_play_default_change_sound();
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Popupdead_default_choice++;
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if ( Popupdead_default_choice >= Popupdead_num_choices ) {
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Popupdead_default_choice=0;
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}
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break;
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case KEY_UP:
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case KEY_PAD8:
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case KEY_SHIFTED+KEY_TAB:
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popupdead_play_default_change_sound();
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Popupdead_default_choice--;
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if ( Popupdead_default_choice < 0 ) {
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Popupdead_default_choice=Popupdead_num_choices-1;
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}
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break;
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case KEY_PAUSE:
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game_process_pause_key();
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break;
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default:
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break;
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} // end switch
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// read the dead key set
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masked_k = k & ~KEY_CTRLED; // take out CTRL modifier only
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process_set_of_keys(masked_k, Dead_key_set_size, Dead_key_set);
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button_info_do(&Player->bi); // call functions based on status of button_info bit vectors
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return -1;
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}
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// see if any popup buttons have been pressed
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// exit: -1 => no buttons pressed
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// >=0 => button index that was pressed
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int popupdead_check_buttons()
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{
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int i;
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UI_BUTTON *b;
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for ( i = 0; i < Popupdead_num_choices; i++ ) {
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b = &Popupdead_button_regions[i];
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if ( b->pressed() ) {
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return i;
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}
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b = &Popupdead_buttons[i];
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if ( b->pressed() ) {
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return i;
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}
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}
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return -1;
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}
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// See if any of the button should change appearance based on mouse position
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void popupdead_force_draw_buttons()
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{
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int i,mouse_is_highlighting=0;
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UI_BUTTON *br, *b;
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for ( i = 0; i < Popupdead_num_choices; i++ ) {
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br = &Popupdead_button_regions[i];
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b = &Popupdead_buttons[i];
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if ( br->button_down() ) {
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b->draw_forced(2);
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mouse_is_highlighting=1;
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continue;
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}
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if ( (b->button_hilighted()) || (br->button_hilighted() && !b->button_down()) ) {
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Popupdead_default_choice=i;
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mouse_is_highlighting=1;
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b->draw_forced(1);
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}
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}
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// Only if mouse is not highlighting an option, let the default choice be drawn highlighted
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if ( (!mouse_is_highlighting) && (Popupdead_num_choices>1) ) {
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for ( i = 0; i < Popupdead_num_choices; i++ ) {
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b = &Popupdead_buttons[i];
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// highlight the default choice
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if ( i == Popupdead_default_choice ) {
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b->draw_forced(1);
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}
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}
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}
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}
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// Draw the button text nicely formatted in the popup
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void popupdead_draw_button_text()
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{
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int w,h,i,sx,sy;
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gr_set_color_fast(&Color_bright_blue);
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for ( i=0; i < Popupdead_num_choices; i++ ) {
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gr_get_string_size(&w, &h, Popupdead_button_text[i]);
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sx = Popupdead_region_coords[gr_screen.res][i][0]-w;
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sy = Popupdead_region_coords[gr_screen.res][i][1]+4;
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gr_string(sx, sy, Popupdead_button_text[i], GR_RESIZE_MENU);
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}
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}
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// Called once per frame to run the dead popup
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int popupdead_do_frame(float /*frametime*/)
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{
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int k, choice = -1;
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if ( !Popupdead_active ) {
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return -1;
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}
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// maybe show skip mission popup
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if ((!Popupdead_skip_already_shown) && (Player->show_skip_popup) && (Game_mode & GM_NORMAL) && (Game_mode & GM_CAMPAIGN_MODE) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) {
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int popup_choice = popup(0, 3, XSTR("Do Not Skip This Mission", 1473),
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XSTR("Advance To The Next Mission", 1474),
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XSTR("Don't Show Me This Again", 1475),
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XSTR("You have failed this mission five times. If you like, you may advance to the next mission.", 1472) );
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switch (popup_choice) {
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case 0:
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// stay on this mission, so proceed to normal death popup
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// in other words, do nothing.
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break;
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case 1:
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// skip this mission
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Popupdead_active = 0;
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mission_campaign_skip_to_next();
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gameseq_post_event(GS_EVENT_START_GAME);
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return -1;
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case 2:
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// don't show this again
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Player->show_skip_popup = 0;
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break;
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}
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Popupdead_skip_already_shown = 1;
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}
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// don't process keys/buttons if another popup is active
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if ( !popup_active() ) {
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k = Popupdead_window.process();
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choice = popupdead_process_keys(k);
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if (choice < 0) {
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choice = popupdead_check_buttons();
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}
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if ( choice >= 0 ) {
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// do something different for single/multiplayer
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if ( Game_mode & GM_NORMAL ) {
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Popupdead_choice=choice;
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} else {
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Assert( Popupdead_multi_type != -1 );
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switch ( Popupdead_multi_type ) {
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case POPUPDEAD_OBS_ONLY:
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case POPUPDEAD_OBS_QUIT:
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Popupdead_choice = POPUPDEAD_DO_OBSERVER;
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if ( (Popupdead_multi_type == POPUPDEAD_OBS_QUIT) && (choice == 1) )
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Popupdead_choice = POPUPDEAD_DO_MAIN_HALL;
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break;
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case POPUPDEAD_RESPAWN_ONLY:
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case POPUPDEAD_RESPAWN_QUIT:
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|
Popupdead_choice = POPUPDEAD_DO_RESPAWN;
|
|
if ( (Popupdead_multi_type == POPUPDEAD_RESPAWN_QUIT) && (choice == 1) )
|
|
Popupdead_choice = POPUPDEAD_DO_MAIN_HALL;
|
|
break;
|
|
|
|
default:
|
|
UNREACHABLE("Invalid or unknown popupdead multi type!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Popupdead_window.draw();
|
|
popupdead_force_draw_buttons();
|
|
popupdead_draw_button_text();
|
|
|
|
// maybe force the player to respawn if they've taken too long to choose
|
|
if (( Game_mode & GM_MULTIPLAYER ) && (The_mission.max_respawn_delay >= 0) && (ui_timestamp_elapsed(Popupdead_timer)) && (choice < 0)) {
|
|
if (( Popupdead_multi_type == POPUPDEAD_RESPAWN_ONLY) || ( Popupdead_multi_type == POPUPDEAD_RESPAWN_QUIT)) {
|
|
Popupdead_choice = POPUPDEAD_DO_RESPAWN;
|
|
}
|
|
}
|
|
|
|
return Popupdead_choice;
|
|
}
|
|
|
|
// Close down the dead popup
|
|
void popupdead_close(bool play_sound)
|
|
{
|
|
if ( !Popupdead_active ) {
|
|
return;
|
|
}
|
|
|
|
if (play_sound) {
|
|
gamesnd_play_iface(InterfaceSounds::POPUP_DISAPPEAR);
|
|
}
|
|
|
|
Popupdead_window.destroy();
|
|
game_flush();
|
|
|
|
io::mouse::CursorManager::get()->popStatus();
|
|
|
|
Popupdead_active = 0;
|
|
Popupdead_skip_active = 0;
|
|
Popupdead_skip_already_shown = 0;
|
|
}
|
|
|
|
// Is there a dead popup active?
|
|
int popupdead_is_active()
|
|
{
|
|
return Popupdead_active;
|
|
}
|