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Allows sound names in addition to sound indexes in the sound lists: +Intercom sound: +Misc anim sounds: +Door sounds: Extends parse_sound to search in the interface sound table instead of the main sound table.
1844 lines
56 KiB
C++
1844 lines
56 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 "menuui/mainhallmenu.h"
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#include "palman/palman.h"
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#include "gamesequence/gamesequence.h"
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#include "anim/animplay.h"
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#include "anim/packunpack.h"
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#include "io/key.h"
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#include "io/timer.h"
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#include "menuui/snazzyui.h"
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#include "playerman/player.h"
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#include "sound/audiostr.h"
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#include "gamesnd/gamesnd.h"
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#include "gamesnd/eventmusic.h"
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#include "io/mouse.h"
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#include "gamehelp/contexthelp.h"
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#include "cmdline/cmdline.h"
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#include "popup/popup.h"
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#include "menuui/playermenu.h"
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#include "freespace2/freespace.h"
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#include "globalincs/alphacolors.h"
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#include "graphics/generic.h"
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#include "menuui/fishtank.h"
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#include "mission/missioncampaign.h"
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#include "parse/parselo.h"
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#include "network/multiui.h"
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#include "network/multiutil.h"
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#include "network/multi_voice.h"
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#include "network/multi.h"
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#ifndef NDEBUG
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#include "cutscene/movie.h"
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#include "mission/missionload.h"
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#endif
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// ----------------------------------------------------------------------------
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// MAIN HALL DATA DEFINES
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//
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#define MAX_RANDOM_INTERCOM_SOUNDS 10
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#define MAX_MISC_ANIMATIONS 32
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#define MAX_DOOR_ANIMATIONS 10
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#define MISC_ANIM_MODE_LOOP 0 // loop the animation
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#define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
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#define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
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#define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
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typedef struct main_hall_defines {
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// bitmap and mask
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char bitmap[MAX_FILENAME_LEN];
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char mask[MAX_FILENAME_LEN];
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// music
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char music_name[MAX_FILENAME_LEN];
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char substitute_music_name[MAX_FILENAME_LEN];
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// intercom defines -------------------
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// # of intercom sounds
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int num_random_intercom_sounds;
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// random (min/max) delays between playing intercom sounds
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int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
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// intercom sounds themselves
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int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
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// intercom sound pan values
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float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
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// misc animations --------------------
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// # of misc animations
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int num_misc_animations;
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// filenames of the misc animations
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char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN];
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// Time until we will next play a given misc animation, min delay, and max delay
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int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
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// Goober5000, used in preference to the flag in generic_anim
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int misc_anim_paused[MAX_MISC_ANIMATIONS];
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// Goober5000, used when we want to play one of several anims
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int misc_anim_group[MAX_MISC_ANIMATIONS];
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// coords of where to play the misc anim
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int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
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// misc anim play modes (see MISC_ANIM_MODE_* above)
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int misc_anim_modes[MAX_MISC_ANIMATIONS];
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// panning values for each of the misc anims
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float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
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//sounds for each of the misc anims
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SCP_vector<SCP_vector<int>> misc_anim_special_sounds;
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// [N][0] == # of triggers, [N][1-9] >= frame num
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int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
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// [N][0] == # of handles, [N][1-9] == sound handle num
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int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
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// [N][0] == # of handles, [N][1-9] == sound "should" be playing
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int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
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// door animations --------------------
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// # of door animations
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int num_door_animations;
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// filenames of the door animations
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char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN];
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// first pair : coords of where to play a given door anim
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// second pair : center of a given door anim in windowed mode
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int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
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// sounds for each region (open/close)
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SCP_vector<SCP_vector<int>> door_sounds;
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// pan values for the door sounds
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float door_sound_pan[MAX_DOOR_ANIMATIONS];
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// region descriptions ----------------
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// text (tooltip) description
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char *region_descript[NUM_REGIONS];
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// y coord of where to draw tooltip text
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int region_yval;
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} main_hall_defines;
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// use main hall 0 by default
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main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][MAIN_HALLS_MAX];
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main_hall_defines *Main_hall = &Main_hall_defines[0][0];
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int Num_main_halls = 0;
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int Vasudan_funny = 0;
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int Vasudan_funny_plate = -1;
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char Main_hall_campaign_cheat[512] = "";
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// ----------------------------------------------------------------------------
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// MISC interface data
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//
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// is the main hall inited (for reentrancy)
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int Main_hall_inited = 0;
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// handle to the playing music
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int Main_hall_music_handle = -1;
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// background bitmap handle
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int Main_hall_bitmap;
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// background bitmap mask handle
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int Main_hall_mask;
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// bitmap struct for th background mask bitmap
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bitmap *Main_hall_mask_bitmap;
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// actual data for the background mask bitmap
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ubyte *Main_hall_mask_data;
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int Main_hall_mask_w, Main_hall_mask_h;
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// ----------------------------------------------------------------------------
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// MOUSE clicking stuff
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//
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// indicates whether a right click occured
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int Main_hall_right_click;
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// use this to cycle through the selectable regions instead of the mouse's current region
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int Main_hall_last_clicked_region;
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// use this to determine how long the cursor has to linger on a region before it starts playing
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#define MAIN_HALL_REGION_LINGER 175 // in ms
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int Main_hall_region_linger_stamp = -1;
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// handle any right clicks which may have occured
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void main_hall_handle_right_clicks();
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// ----------------------------------------------------------------------------
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// RANDOM intercom sounds
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//
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// next random intercom sound to play
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int Main_hall_next_intercom_sound = 0;
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// delay for the next intercom sound
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int Main_hall_next_intercom_sound_stamp = -1;
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// handle to any playing instance of a random intercom sound
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int Main_hall_intercom_sound_handle = -1;
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// handle any details related to random intercom sounds
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void main_hall_handle_random_intercom_sounds();
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// ----------------------------------------------------------------------------
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// MISC animations
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//
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// the misc animations themselves
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generic_anim Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
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// handle starting, stopping and randomizing misc animations
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void main_hall_handle_misc_anims();
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// cull any finished misc animation instances
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void main_hall_cull_misc_anim_instances();
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// render all playing misc animations
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void main_hall_render_misc_anims(float frametime);
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// ----------------------------------------------------------------------------
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// DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
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//
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#define DOOR_TEXT_X 100
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#define DOOR_TEXT_Y 450
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// the door animations themselves
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//anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
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generic_anim Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
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// the instance of a given door animation
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//anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
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// render all playing door animations
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void main_hall_render_door_anims(float frametime);
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// ----------------------------------------------------------------------------
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// SNAZZY MENU stuff
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//
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#define NUM_MAIN_HALL_REGIONS 10
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#define NUM_MAIN_HALL_MOUSE_REGIONS 6
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// region mask #'s (identifiers)
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#define EXIT_REGION 0
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#define BARRACKS_REGION 1
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#define READY_ROOM_REGION 2
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#define TECH_ROOM_REGION 3
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#define OPTIONS_REGION 4
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#define CAMPAIGN_ROOM_REGION 5
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#define MULTIPLAYER_REGION 10
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#define LOAD_MISSION_REGION 11
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#define QUICK_START_REGION 12
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#define SKILL_LEVEL_REGION 13
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// all the menu regions in the main hall
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MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
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// # of regions (options) on this screen. parsed from a table
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int Main_hall_num_options;
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// region over which the mouse is currently residing, or -1 if over no region
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// NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
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// to do this. Otherwise, the door opening and closing animations will get screwed up
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int Main_hall_mouse_region;
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// set this to skip a frame
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int Main_hall_frame_skip;
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// do any necessary processing based upon the mouse location
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void main_hall_handle_mouse_location(int cur_region);
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// if the mouse has moved off of the currently active region, handle the anim accordingly
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void main_hall_mouse_release_region(int region);
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// if the mouse has moved on this region, handle it accordingly
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void main_hall_mouse_grab_region(int region);
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// ----------------------------------------------------------------------------
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// SOUND data / handlers
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// -
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// toaster oven room sound idex
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#define TOASTER_REGION 3
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// everyone's favorite desk guardian
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#define ALLENDER_REGION 4
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// handles to the sound instances of the doors opening/closing
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int Main_hall_door_sound_handles[MAX_DOOR_ANIMATIONS] = {
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-1,-1,-1,-1,-1,-1
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};
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// sound handle for looping ambient sound
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int Main_hall_ambient_loop = -1;
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// cull any door sounds that have finished playing
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void main_hall_cull_door_sounds();
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// handle starting, stopping and reversing "door" animations
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void main_hall_handle_region_anims();
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// to determine if we should continue playing sounds and random animations
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static int Main_hall_paused = 0;
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// ----------------------------------------------------------------------------
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// warning/notification messages
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//
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#define MAIN_HALL_NOTIFY_TIME 3500
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// timestamp for the notification messages
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int Main_hall_notify_stamp = -1;
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// text to display as the current notification message
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char Main_hall_notify_text[300]="";
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// set the current notification string and the associated timestamp
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void main_hall_set_notify_string(char *str);
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// handle any drawing, culling, etc of notification messages
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void main_hall_notify_do();
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// ----------------------------------------------------------------------------
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// MISC functions
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//
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// upper _RIGHT_ corner for the version text
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#define MAIN_HALL_VERSION_X 630
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#define MAIN_HALL_VERSION_Y 467
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// main hall help overlay ID
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int Main_hall_overlay_id;
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// blit the freespace version #
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void main_hall_blit_version();
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// blit any necessary tooltips
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void main_hall_maybe_blit_tooltips();
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// shader for behind tooltips
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shader Main_hall_tooltip_shader;
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// num pixels shader is above/below tooltip text
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static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
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4, // GR_640
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7, // GR_1024
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};
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static int Main_hall_f1_text_frame = 0;
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static int F1_text_done = 0;
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// read in main hall table
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void main_hall_read_table();
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// "press f1" for help stuff
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#define MAIN_HALL_HELP_TIME 5000
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int Main_hall_help_stamp = -1;
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void main_hall_process_help_stuff();
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// ----------------------------------------------------------------------------
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// VOICE RECORDING STUFF
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//
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// are we currently recording voice?
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int Recording = 0;
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// called when multiplayer clicks on the ready room door. May pop up dialog depending on network
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// connection status and errors
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void main_hall_do_multi_ready()
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{
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int error;
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error = psnet_get_network_status();
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switch( error ) {
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case NETWORK_ERROR_NO_TYPE:
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
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break;
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case NETWORK_ERROR_NO_WINSOCK:
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
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break;
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case NETWORK_ERROR_NO_PROTOCOL:
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if(Multi_options_g.protocol == NET_TCP){
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", -1));
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} else {
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Assert(Multi_options_g.protocol == NET_IPX);
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", -1));
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}
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break;
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case NETWORK_ERROR_CONNECT_TO_ISP:
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
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break;
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case NETWORK_ERROR_LAN_AND_RAS:
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
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break;
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case NETWORK_ERROR_NONE:
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default:
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break;
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}
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// if our selected protocol is not active
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if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
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if (Tcp_failure_code == WSAEADDRINUSE) {
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP socket is already in use. Check for another instance and/or use the \"-port <port_num>\" command line option to select an available port.", -1));
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} else {
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP/IP protocol was not detected on your machine.", 362));
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}
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return;
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}
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if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer FreeSpace, but the IPX protocol was not detected on your machine.", 1402));
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return;
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}
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if ( error != NETWORK_ERROR_NONE ){
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return;
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}
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// 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
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// determine is a valid connection setting exists
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if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
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popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
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return;
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}
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// go to parallax online
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if (Om_tracker_flag) {
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Multi_options_g.protocol = NET_TCP;
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gameseq_post_event(GS_EVENT_PXO);
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} else {
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// go to the regular join game screen
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gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
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}
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// select protocol
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psnet_use_protocol(Multi_options_g.protocol);
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}
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// blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
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// green == valid, red == invalid.
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// ships.tbl will be on the left, weapons.tbl on the right
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int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
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{ 1, 479 },
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{ 1, 767 }
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};
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int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
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{ 3, 479 },
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{ 3, 767 }
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};
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void main_hall_blit_table_status()
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{
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// blit ship table status
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gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
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gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
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// blit weapon table status
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gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
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gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
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}
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// bash the player to a specific mission in a campaign
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void main_hall_campaign_cheat()
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{
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char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
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// yay
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if(ret != NULL) {
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// strcpy_s(Main_hall_campaign_cheat, ret);
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mission_campaign_jump_to_mission(ret);
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}
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}
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// -------------------------------------------------------------------------------------------------------------------
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// FUNCTION DEFINITIONS BEGIN
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//
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// initialize the main hall proper
|
|
void main_hall_init(int main_hall_num)
|
|
{
|
|
ubyte bg_type;
|
|
if ( Main_hall_inited ) {
|
|
return;
|
|
}
|
|
|
|
int idx,s_idx;
|
|
char temp[100], whee[100];
|
|
|
|
// read in the main hall table
|
|
main_hall_read_table();
|
|
|
|
if(!Num_main_halls) {
|
|
Error(LOCATION, "No main halls were loaded to initialize.");
|
|
}
|
|
|
|
if ((main_hall_num < 0) || (main_hall_num >= Num_main_halls)) {
|
|
Warning(LOCATION, "Tried to load a main hall %d, but valid main halls are only 0 through %d; defaulting to main hall 0", main_hall_num, Num_main_halls-1);
|
|
main_hall_num = 0;
|
|
}
|
|
|
|
// create the snazzy interface and load up the info from the table
|
|
snazzy_menu_init();
|
|
read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
|
|
|
|
// assign the proper main hall data
|
|
Assert((main_hall_num >= 0) && (main_hall_num < Num_main_halls));
|
|
Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
|
|
|
|
// tooltip strings
|
|
Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
|
|
Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
|
|
Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
|
|
Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
|
|
Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
|
|
Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
|
|
Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
|
|
|
|
// init tooltip shader // nearly black
|
|
gr_create_shader(&Main_hall_tooltip_shader, 5, 5, 5, 168);
|
|
|
|
// load the background bitmap
|
|
Main_hall_bitmap = bm_load(Main_hall->bitmap);
|
|
if(Main_hall_bitmap < 0){
|
|
nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
|
|
}
|
|
bg_type = bm_get_type(Main_hall_bitmap);
|
|
|
|
// set the interface palette
|
|
#ifndef HARDWARE_ONLY
|
|
palette_use_bm_palette(Main_hall_bitmap);
|
|
#endif
|
|
|
|
Main_hall_mask_w = -1;
|
|
Main_hall_mask_h = -1;
|
|
|
|
// load the mask
|
|
Main_hall_mask = bm_load(Main_hall->mask);
|
|
if (Main_hall_mask < 0) {
|
|
nprintf(("General","WARNING! Couldn't load main hall background mask %s\n", Main_hall->mask));
|
|
if (gr_screen.res == 0) {
|
|
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 640x480 interface art.)", Main_hall->mask);
|
|
} else {
|
|
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 1024x768 interface art.)", Main_hall->mask);
|
|
}
|
|
} else {
|
|
// get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
|
|
Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
|
|
Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
|
|
bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
|
|
}
|
|
|
|
// load up the misc animations, and nullify all the delay timestamps for the misc animations
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
|
|
generic_anim_init(&Main_hall_misc_anim[idx], Main_hall->misc_anim_name[idx]);
|
|
Main_hall_misc_anim[idx].ani.bg_type = bg_type;
|
|
if(generic_anim_stream(&Main_hall_misc_anim[idx]) == -1) {
|
|
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name[idx]));
|
|
}
|
|
else {
|
|
//start paused
|
|
if(Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD)
|
|
Main_hall_misc_anim[idx].direction |= GENERIC_ANIM_DIRECTION_NOLOOP;
|
|
}
|
|
|
|
// null out the delay timestamps
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
|
|
// start paused
|
|
Main_hall->misc_anim_paused[idx] = true;
|
|
}
|
|
|
|
// load up the door animations
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++) {
|
|
generic_anim_init(&Main_hall_door_anim[idx], Main_hall->door_anim_name[idx]);
|
|
Main_hall_door_anim[idx].ani.bg_type = bg_type;
|
|
if(generic_anim_stream(&Main_hall_door_anim[idx]) == -1) {
|
|
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
|
|
}
|
|
else
|
|
Main_hall_door_anim[idx].direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
|
|
}
|
|
|
|
// load in help overlay bitmap
|
|
if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
|
|
Main_hall_overlay_id = MH_OVERLAY;
|
|
} else {
|
|
// Assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
|
|
Main_hall_overlay_id = MH2_OVERLAY;
|
|
}
|
|
help_overlay_load(Main_hall_overlay_id);
|
|
help_overlay_set_state(Main_hall_overlay_id,0);
|
|
|
|
// check to see if the "very first pilot" flag is set, and load the overlay if so
|
|
if (!F1_text_done) {
|
|
if (Main_hall_f1_text_frame == 0) {
|
|
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
|
|
} else {
|
|
F1_text_done = 1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if(Player_select_very_first_pilot) {
|
|
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
|
|
|
|
// don't display the "press f1" message more than once
|
|
Player_select_very_first_pilot = 0;
|
|
} else {
|
|
Main_hall_help_stamp = -1;
|
|
}
|
|
*/
|
|
Main_hall_region_linger_stamp = -1;
|
|
|
|
strcpy_s(Main_hall_campaign_cheat, "");
|
|
|
|
// zero out the door sounds
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
|
|
// zero out the misc anim sounds
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
for(s_idx = 1;s_idx < 10;s_idx++){
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
|
|
// skip the first frame
|
|
Main_hall_frame_skip = 1;
|
|
|
|
// initialize the music
|
|
main_hall_start_music();
|
|
|
|
// initialize the main hall notify text
|
|
Main_hall_notify_stamp = 1;
|
|
|
|
// initialize the random intercom sound stuff
|
|
Main_hall_next_intercom_sound = 0;
|
|
Main_hall_next_intercom_sound_stamp = -1;
|
|
Main_hall_intercom_sound_handle = -1;
|
|
|
|
// set the placement of the mouse cursor (start at the ready room)
|
|
Main_hall_mouse_region = -1;
|
|
Main_hall_last_clicked_region = READY_ROOM_REGION;
|
|
|
|
Main_hall_inited = 1;
|
|
|
|
// determine if we have a right click
|
|
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
|
|
}
|
|
|
|
void main_hall_exit_game()
|
|
{
|
|
#if defined(NDEBUG)
|
|
int choice;
|
|
|
|
// stop music first
|
|
main_hall_stop_music();
|
|
main_hall_stop_ambient();
|
|
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
|
|
if ( choice == 1 ) {
|
|
gameseq_post_event(GS_EVENT_QUIT_GAME);
|
|
} else {
|
|
main_hall_start_music();
|
|
main_hall_start_ambient();
|
|
}
|
|
#else
|
|
gameseq_post_event(GS_EVENT_QUIT_GAME);
|
|
#endif
|
|
}
|
|
|
|
|
|
// do a frame for the main hall
|
|
void main_hall_do(float frametime)
|
|
{
|
|
int code, key, snazzy_action;
|
|
|
|
// need to ensure ambient is playing, since it may be stopped by a playing movie
|
|
main_hall_start_ambient();
|
|
|
|
// handle any random intercom sound details
|
|
main_hall_handle_random_intercom_sounds();
|
|
|
|
// handle any mouse clicks
|
|
main_hall_handle_right_clicks();
|
|
|
|
// handle any sound details
|
|
main_hall_cull_door_sounds();
|
|
|
|
// process any keypresses/mouse events
|
|
snazzy_action = -1;
|
|
code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
|
|
|
|
if(key){
|
|
extern void game_process_cheats(int k);
|
|
game_process_cheats(key);
|
|
}
|
|
switch(key){
|
|
case KEY_ENTER:
|
|
snazzy_action = SNAZZY_CLICKED;
|
|
break;
|
|
|
|
case KEY_F3:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event(GS_EVENT_LAB);
|
|
break;
|
|
#ifndef NDEBUG
|
|
case KEY_1:
|
|
// no soup for you!
|
|
movie_play("endprt2b.mve");
|
|
break;
|
|
case KEY_2:
|
|
// no soup for you!
|
|
movie_play_two("endprt2a.mve", "endprt2b.mve");
|
|
break;
|
|
case KEY_3:
|
|
main_hall_campaign_cheat();
|
|
break;
|
|
}
|
|
#else
|
|
}
|
|
#endif
|
|
|
|
// do any processing based upon what happened to the snazzy menu
|
|
switch (snazzy_action) {
|
|
case SNAZZY_OVER:
|
|
main_hall_handle_mouse_location(code);
|
|
break;
|
|
|
|
case SNAZZY_CLICKED:
|
|
switch (code) {
|
|
// clicked on the exit region
|
|
case EXIT_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_exit_game();
|
|
break;
|
|
|
|
// clicked on the readyroom region
|
|
case READY_ROOM_REGION:
|
|
if (Campaign_file_missing) {
|
|
// error popup for a missing campaign file, don't try to enter ready room in this case
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found.\n\n Please select another in the Campaign Room.", -1));
|
|
break;
|
|
} else if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) && !strlen(Campaign.filename) ) {
|
|
// no campaign loaded...
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "No active campaign is available. Please choose one in the Campaign Room.", -1));
|
|
break;
|
|
}
|
|
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_do_multi_ready();
|
|
} else {
|
|
if(strlen(Main_hall_campaign_cheat)){
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
|
|
} else {
|
|
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
|
|
}
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
}
|
|
break;
|
|
|
|
// clicked on the tech room region
|
|
case TECH_ROOM_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event( GS_EVENT_TECH_MENU );
|
|
break;
|
|
|
|
// clicked on the options region
|
|
case OPTIONS_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
|
|
break;
|
|
|
|
// clicked on the campaign toom region
|
|
case CAMPAIGN_ROOM_REGION:
|
|
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
|
|
} else {
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
|
|
}
|
|
break;
|
|
|
|
// clicked on the multiplayer region
|
|
case MULTIPLAYER_REGION:
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
// NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
|
|
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
|
|
} else {
|
|
main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
|
|
}
|
|
break;
|
|
|
|
// load mission key was pressed
|
|
case LOAD_MISSION_REGION:
|
|
break;
|
|
|
|
// quick start a game region
|
|
case QUICK_START_REGION:
|
|
#if !defined(NDEBUG)
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
|
|
} else {
|
|
|
|
if (Num_recent_missions > 0) {
|
|
strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
|
|
} else {
|
|
if ( mission_load_up_campaign() )
|
|
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", -1));
|
|
|
|
strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
|
|
}
|
|
|
|
Campaign.current_mission = -1;
|
|
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
// clicked on the barracks region
|
|
case BARRACKS_REGION:
|
|
// if (Campaign_file_missing) {
|
|
// // error popup for a missing campaign file, don't try to enter barracks in this case
|
|
// popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another in the Campaign Room.", -1));
|
|
// break;
|
|
// }
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
|
|
break;
|
|
|
|
// increate the skill level
|
|
case SKILL_LEVEL_REGION:
|
|
char temp[100];
|
|
|
|
game_increase_skill_level();
|
|
sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
|
|
main_hall_set_notify_string(temp);
|
|
break;
|
|
|
|
// escape was pressed
|
|
case ESC_PRESSED:
|
|
// if there is a help overlay active, then don't quit the game - just kill the overlay
|
|
if(!help_overlay_active(Main_hall_overlay_id)){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_exit_game();
|
|
}
|
|
// kill the overlay
|
|
else {
|
|
help_overlay_set_state(Main_hall_overlay_id,0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// if the escape key wasn't pressed handle any mouse position related events
|
|
if (code != ESC_PRESSED){
|
|
main_hall_handle_mouse_location(code);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
main_hall_handle_mouse_location(-1);
|
|
break;
|
|
}
|
|
|
|
if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
|
|
help_overlay_set_state(Main_hall_overlay_id, 0);
|
|
}
|
|
|
|
// draw the background bitmap
|
|
gr_reset_clip();
|
|
GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
|
|
if(Main_hall_bitmap >= 0){
|
|
gr_set_bitmap(Main_hall_bitmap);
|
|
gr_bitmap(0, 0);
|
|
}
|
|
|
|
// draw any pending notification messages
|
|
main_hall_notify_do();
|
|
|
|
// render misc animations
|
|
main_hall_render_misc_anims(frametime);
|
|
|
|
// render door animtions
|
|
main_hall_render_door_anims(frametime);
|
|
|
|
// blit any appropriate tooltips
|
|
main_hall_maybe_blit_tooltips();
|
|
|
|
// fishtank
|
|
fishtank_process();
|
|
|
|
// process any help "hit f1" timestamps and display any messages if necessary
|
|
if (!F1_text_done) {
|
|
main_hall_process_help_stuff();
|
|
}
|
|
|
|
// blit help overlay if active
|
|
help_overlay_maybe_blit(Main_hall_overlay_id);
|
|
|
|
// blit the freespace version #
|
|
main_hall_blit_version();
|
|
|
|
// blit ship and weapon table status
|
|
#ifndef NDEBUG
|
|
main_hall_blit_table_status();
|
|
#endif
|
|
|
|
gr_flip();
|
|
|
|
// see if we have a missing campaign and force the player to select a new campaign if so
|
|
extern bool Campaign_room_no_campaigns;
|
|
if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) && Campaign_file_missing && !Campaign_room_no_campaigns ) {
|
|
int rc = popup(0, 3, XSTR("Go to Campaign Room", -1), XSTR("Select another pilot", -1), XSTR("Exit Game", -1), XSTR("The currently active campaign cannot be found. Please select another...", -1));
|
|
|
|
switch (rc) {
|
|
case 0:
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
|
|
break;
|
|
|
|
case 1:
|
|
gameseq_post_event(GS_EVENT_INITIAL_PLAYER_SELECT);
|
|
break;
|
|
|
|
case 2:
|
|
main_hall_exit_game();
|
|
break;
|
|
|
|
default:
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// maybe run the player tips popup
|
|
player_tips_popup();
|
|
|
|
// if we were supposed to skip a frame, then stop doing it after 1 frame
|
|
if(Main_hall_frame_skip){
|
|
Main_hall_frame_skip = 0;
|
|
}
|
|
}
|
|
|
|
// close the main hall proper
|
|
void main_hall_close()
|
|
{
|
|
int idx,s_idx;
|
|
|
|
if(!Main_hall_inited){
|
|
return;
|
|
}
|
|
|
|
// unload the main hall bitmap
|
|
if(Main_hall_bitmap != -1){
|
|
bm_release(Main_hall_bitmap);
|
|
}
|
|
|
|
// unload any bitmaps
|
|
if(Main_hall_mask >= 0){
|
|
// make sure we unlock the mask bitmap so it can be unloaded
|
|
bm_unlock(Main_hall_mask);
|
|
bm_release(Main_hall_mask);
|
|
}
|
|
|
|
// free up any (possibly) playing misc animation handles
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
if(Main_hall_misc_anim[idx].num_frames > 0){
|
|
generic_anim_unload(&Main_hall_misc_anim[idx]);
|
|
}
|
|
}
|
|
|
|
// free up any (possibly) playing door animation handles
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
if(Main_hall_door_anim[idx].num_frames > 0){
|
|
generic_anim_unload(&Main_hall_door_anim[idx]);
|
|
}
|
|
}
|
|
|
|
// stop any playing door sounds
|
|
for(idx=0;idx<Main_hall->num_door_animations-2;idx++){ // don't cut off the glow sounds (requested by Dan)
|
|
if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
|
|
snd_stop(Main_hall_door_sound_handles[idx]);
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
}
|
|
|
|
// stop any playing misc animation sounds
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
for(s_idx=1;s_idx<10;s_idx++){
|
|
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
|
|
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// unload the overlay bitmap
|
|
help_overlay_unload(Main_hall_overlay_id);
|
|
|
|
// close any snazzy menu details
|
|
snazzy_menu_close();
|
|
|
|
// restore
|
|
palette_restore_palette();
|
|
|
|
// no fish
|
|
fishtank_stop();
|
|
|
|
// unpause
|
|
Main_hall_paused = 0;
|
|
|
|
// not inited anymore
|
|
Main_hall_inited = 0;
|
|
}
|
|
|
|
int main_hall_get_music_index(int main_hall_num)
|
|
{
|
|
int index;
|
|
main_hall_defines *hall;
|
|
|
|
if (main_hall_num < 0)
|
|
return -1;
|
|
|
|
hall = &Main_hall_defines[gr_screen.res][main_hall_num];
|
|
|
|
// Goober5000 - try substitute first
|
|
index = event_music_get_spooled_music_index(hall->substitute_music_name);
|
|
if ((index >= 0) && (Spooled_music[index].flags & SMF_VALID))
|
|
return index;
|
|
|
|
// now try regular
|
|
index = event_music_get_spooled_music_index(hall->music_name);
|
|
if ((index >= 0) && (Spooled_music[index].flags & SMF_VALID))
|
|
return index;
|
|
|
|
return -1;
|
|
}
|
|
|
|
// start the main hall music playing
|
|
void main_hall_start_music()
|
|
{
|
|
int index;
|
|
char *filename;
|
|
|
|
// start a looping ambient sound
|
|
main_hall_start_ambient();
|
|
|
|
// if we have selected no music, then don't do this
|
|
if (Cmdline_freespace_no_music)
|
|
return;
|
|
|
|
// already playing?
|
|
if (Main_hall_music_handle >= 0)
|
|
return;
|
|
|
|
// get music
|
|
index = main_hall_get_music_index(Main_hall-Main_hall_defines[gr_screen.res]);
|
|
if (index < 0)
|
|
{
|
|
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
|
|
return;
|
|
}
|
|
|
|
filename = Spooled_music[index].filename;
|
|
Assert(filename != NULL);
|
|
|
|
// get handle
|
|
Main_hall_music_handle = audiostream_open(filename, ASF_MENUMUSIC);
|
|
if (Main_hall_music_handle < 0)
|
|
{
|
|
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
|
|
return;
|
|
}
|
|
|
|
audiostream_play(Main_hall_music_handle, Master_event_music_volume, 1);
|
|
}
|
|
|
|
// stop the main hall music
|
|
void main_hall_stop_music()
|
|
{
|
|
if ( Main_hall_music_handle != -1 ) {
|
|
audiostream_close_file(Main_hall_music_handle, 1);
|
|
Main_hall_music_handle = -1;
|
|
}
|
|
}
|
|
|
|
// render all playing misc animations
|
|
void main_hall_render_misc_anims(float frametime)
|
|
{
|
|
int idx, s_idx;
|
|
Assert(MAX_MISC_ANIMATIONS <= 32); // otherwise the bitfield trick won't work and we'll need to use an array of booleans
|
|
int jdx, group_anims_weve_checked = 0;
|
|
|
|
// render all misc animations
|
|
for (idx = 0; idx < Main_hall->num_misc_animations; idx++) {
|
|
// render it
|
|
if (Main_hall_misc_anim[idx].num_frames > 0) {
|
|
// animation is paused
|
|
if (Main_hall->misc_anim_paused[idx]) {
|
|
// if the timestamp is -1, then regenerate it
|
|
if (Main_hall->misc_anim_delay[idx][0] == -1) {
|
|
int regen_idx = -1;
|
|
|
|
// if this is part of a group, we should do additional checking
|
|
if (Main_hall->misc_anim_group[idx] >= 0) {
|
|
// make sure we haven't already checked it
|
|
if (!(group_anims_weve_checked & (1<<idx))) {
|
|
int group_indexes[MAX_MISC_ANIMATIONS];
|
|
int num_group_indexes = 0;
|
|
bool all_neg1 = true;
|
|
|
|
// okay... now we need to make sure all anims in this group are paused and -1
|
|
for (jdx = 0; jdx < Main_hall->num_misc_animations; jdx++) {
|
|
if (Main_hall->misc_anim_group[jdx] == Main_hall->misc_anim_group[idx]) {
|
|
group_anims_weve_checked |= (1<<jdx);
|
|
group_indexes[num_group_indexes] = jdx;
|
|
num_group_indexes++;
|
|
|
|
if (!Main_hall->misc_anim_paused[jdx] || Main_hall->misc_anim_delay[jdx][0] != -1) {
|
|
all_neg1 = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the entire group is paused and off, pick a random one to regenerate
|
|
if (all_neg1) {
|
|
regen_idx = group_indexes[rand() % num_group_indexes];
|
|
}
|
|
}
|
|
}
|
|
// not part of a group, so just handle this index
|
|
else {
|
|
regen_idx = idx;
|
|
}
|
|
|
|
// reset it to some random value (based on MIN and MAX) and continue
|
|
if (regen_idx >= 0) {
|
|
int min = Main_hall->misc_anim_delay[regen_idx][1];
|
|
int max = Main_hall->misc_anim_delay[regen_idx][2];
|
|
Main_hall->misc_anim_delay[regen_idx][0] = timestamp(min + (int) (frand() * (max - min)));
|
|
}
|
|
|
|
// if the timestamp is not -1 and has popped, play the anim and make the timestamp -1
|
|
} else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0])) {
|
|
Main_hall->misc_anim_paused[idx] = false;
|
|
Main_hall_misc_anim[idx].current_frame = 0;
|
|
Main_hall_misc_anim[idx].anim_time = 0.0;
|
|
|
|
// kill the timestamp
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
|
|
// reset the "should be playing" flags
|
|
for (s_idx=1;s_idx<10;s_idx++) {
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
}
|
|
// animation is not paused
|
|
else {
|
|
for (s_idx = 0; (unsigned)s_idx < Main_hall->misc_anim_special_sounds.at(idx).size(); s_idx++) {
|
|
// if we've passed the trigger point, then play the sound and break out of the loop
|
|
if ((Main_hall_misc_anim[idx].current_frame >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]) {
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
|
|
|
|
// if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
|
|
// by the time we get to this point again, the sound will have been long finished
|
|
if (snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])) {
|
|
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
}
|
|
|
|
// play the sound
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds.at(idx).at(s_idx)],Main_hall->misc_anim_sound_pan[idx]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// animation has reached the last frame
|
|
if (Main_hall_misc_anim[idx].current_frame == Main_hall_misc_anim[idx].num_frames - 1) {
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
|
|
//this helps the above code reset the timers
|
|
//MISC_ANIM_MODE_HOLD simply stops on the last frame, so we don't care
|
|
//MISC_ANIM_MODE_LOOPED just loops so we don't care either
|
|
if (Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_TIMED) {
|
|
Main_hall->misc_anim_paused[idx] = true;
|
|
}
|
|
//don't reset sound for MISC_ANIM_MODE_HOLD
|
|
if (Main_hall->misc_anim_modes[idx] != MISC_ANIM_MODE_HOLD) {
|
|
// reset the "should be playing" flags
|
|
for (s_idx=1;s_idx<10;s_idx++) {
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// actually render it
|
|
if (Main_hall_frame_skip || Main_hall_paused) {
|
|
frametime = 0;
|
|
}
|
|
generic_anim_render(&Main_hall_misc_anim[idx], frametime, Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// render all playing door animations
|
|
void main_hall_render_door_anims(float frametime)
|
|
{
|
|
int idx;
|
|
|
|
// render all door animations
|
|
for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
|
|
if(Main_hall_door_anim[idx].num_frames > 0){
|
|
// first pair : coords of where to play a given door anim
|
|
// second pair : center of a given door anim in windowed mode
|
|
generic_anim_render(&Main_hall_door_anim[idx], frametime, Main_hall->door_anim_coords[idx][0], Main_hall->door_anim_coords[idx][1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// do any necessary processing based upon the mouse location
|
|
void main_hall_handle_mouse_location(int cur_region)
|
|
{
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
|
|
// MWA -- inserted return since Int3() was tripped when hitting L from main
|
|
// menu.
|
|
return;
|
|
}
|
|
|
|
// if the mouse is now over a resgion
|
|
if (cur_region != -1) {
|
|
// if we're still over the same region we were last frame, check stuff
|
|
if (cur_region == Main_hall_mouse_region) {
|
|
// if we have a linger timestamp set and it has expired, then get moving
|
|
if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
|
|
main_hall_mouse_grab_region(cur_region);
|
|
|
|
// release the region linger stamp
|
|
Main_hall_region_linger_stamp = -1;
|
|
}
|
|
} else {
|
|
// if we're currently on another region, release it
|
|
if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
|
|
main_hall_mouse_release_region(Main_hall_mouse_region);
|
|
}
|
|
|
|
// set the linger time
|
|
if (Main_hall_region_linger_stamp == -1) {
|
|
Main_hall_mouse_region = cur_region;
|
|
Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
|
|
}
|
|
}
|
|
}
|
|
// if it was over a region but isn't anymore, release that region
|
|
else {
|
|
if (Main_hall_mouse_region != -1) {
|
|
main_hall_mouse_release_region(Main_hall_mouse_region);
|
|
Main_hall_mouse_region = -1;
|
|
|
|
// release the region linger timestamp
|
|
Main_hall_region_linger_stamp = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the mouse has moved off of the currently active region, handle the anim accordingly
|
|
void main_hall_mouse_release_region(int region)
|
|
{
|
|
if(Main_hall_frame_skip){
|
|
return;
|
|
}
|
|
|
|
//run backwards and stop at the first frame
|
|
Main_hall_door_anim[region].direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
|
|
|
|
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
|
|
if ((Main_hall_door_anim[region].num_frames > 0)) {
|
|
// don't stop the toaster oven or microwave regions from playing all the way through
|
|
if (Main_hall_door_sound_handles[region] != -1) {
|
|
snd_stop(Main_hall_door_sound_handles[region]);
|
|
}
|
|
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds.at(region).at(1)], Main_hall->door_sound_pan[region]);
|
|
|
|
//TODO: track current frame
|
|
snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
|
|
(float)((Main_hall_door_anim[region].keyframe) ? Main_hall_door_anim[region].keyframe : Main_hall_door_anim[region].num_frames - Main_hall_door_anim[region].current_frame) / (float)Main_hall_door_anim[region].num_frames, 1);
|
|
}
|
|
}
|
|
|
|
// if the mouse has moved on this region, handle it accordingly
|
|
void main_hall_mouse_grab_region(int region)
|
|
{
|
|
if (Main_hall_frame_skip) {
|
|
return;
|
|
}
|
|
|
|
//run forwards
|
|
Main_hall_door_anim[region].direction = GENERIC_ANIM_DIRECTION_FORWARDS;
|
|
//stay on last frame if we have no keyframe
|
|
if(!Main_hall_door_anim[region].keyframe)
|
|
Main_hall_door_anim[region].direction += GENERIC_ANIM_DIRECTION_NOLOOP;
|
|
|
|
// check for opening/starting sounds
|
|
// kill the currently playing sounds if necessary
|
|
if(Main_hall_door_sound_handles[region] != -1){
|
|
snd_stop(Main_hall_door_sound_handles[region]);
|
|
}
|
|
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds.at(region).at(0)],Main_hall->door_sound_pan[region]);
|
|
|
|
// start the sound playing at the right spot relative to the completion of the animation
|
|
if( (Main_hall_door_anim[region].num_frames > 0) && (Main_hall_door_anim[region].current_frame != -1) ) {
|
|
snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
|
|
(float)Main_hall_door_anim[region].current_frame / (float)Main_hall_door_anim[region].num_frames,1);
|
|
}
|
|
}
|
|
|
|
// handle any right clicks which may have occured
|
|
void main_hall_handle_right_clicks()
|
|
{
|
|
int new_region;
|
|
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
// check to see if the button has been clicked
|
|
if(!Main_hall_right_click){
|
|
if(mouse_down(MOUSE_RIGHT_BUTTON)){
|
|
// cycle through the available regions
|
|
if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
|
|
new_region = 0;
|
|
} else
|
|
new_region = Main_hall_last_clicked_region + 1;
|
|
|
|
// set the position of the mouse cursor and the newly clicked region
|
|
int mx = Main_hall->door_anim_coords[new_region][2];
|
|
int my = Main_hall->door_anim_coords[new_region][3];
|
|
gr_resize_screen_pos( &mx, &my );
|
|
mouse_set_pos( mx, my );
|
|
|
|
main_hall_handle_mouse_location(new_region);
|
|
Main_hall_last_clicked_region = new_region;
|
|
|
|
// set the mouse as being clicked
|
|
Main_hall_right_click = 1;
|
|
}
|
|
}
|
|
// set the mouse as being unclicked
|
|
else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
|
|
Main_hall_right_click = 0;
|
|
}
|
|
}
|
|
|
|
// cull any door sounds that have finished playing
|
|
void main_hall_cull_door_sounds()
|
|
{
|
|
int idx;
|
|
// basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void main_hall_handle_random_intercom_sounds()
|
|
{
|
|
// if we have no timestamp for the next random sound, then set on
|
|
if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
|
|
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
|
|
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
|
|
- Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
|
|
}
|
|
|
|
// if the there is no sound playing
|
|
if(Main_hall_intercom_sound_handle == -1){
|
|
if (Main_hall_paused) {
|
|
return;
|
|
}
|
|
|
|
// if the timestamp has popped, play a sound
|
|
if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
|
|
// play the sound
|
|
Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
|
|
|
|
// unset the timestamp
|
|
Main_hall_next_intercom_sound_stamp = -1;
|
|
}
|
|
}
|
|
// if the sound is playing
|
|
else {
|
|
// if the sound has finished, set the timestamp and continue
|
|
if(!snd_is_playing(Main_hall_intercom_sound_handle)){
|
|
// increment the next sound
|
|
if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
|
|
Main_hall_next_intercom_sound = 0;
|
|
} else {
|
|
Main_hall_next_intercom_sound++;
|
|
}
|
|
|
|
// set the timestamp
|
|
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
|
|
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
|
|
- Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
|
|
|
|
// release the sound handle
|
|
Main_hall_intercom_sound_handle = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the notification string with its decay timeout
|
|
void main_hall_set_notify_string(char *str)
|
|
{
|
|
strcpy_s(Main_hall_notify_text,str);
|
|
Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
|
|
}
|
|
|
|
void main_hall_notify_do()
|
|
{
|
|
// check to see if we should try and do something
|
|
if(Main_hall_notify_stamp != -1){
|
|
// if the text time has expired
|
|
if(timestamp_elapsed(Main_hall_notify_stamp)){
|
|
strcpy_s(Main_hall_notify_text,"");
|
|
Main_hall_notify_stamp = -1;
|
|
} else {
|
|
int w,h;
|
|
gr_set_color_fast(&Color_bright);
|
|
|
|
gr_get_string_size(&w,&h,Main_hall_notify_text);
|
|
gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
|
|
}
|
|
}
|
|
}
|
|
|
|
// start a looping ambient sound for main hall
|
|
void main_hall_start_ambient()
|
|
{
|
|
int play_ambient_loop = 0;
|
|
|
|
if (Main_hall_paused)
|
|
return;
|
|
|
|
if ( Main_hall_ambient_loop == -1 ) {
|
|
play_ambient_loop = 1;
|
|
} else {
|
|
if ( !snd_is_playing(Main_hall_ambient_loop) ) {
|
|
play_ambient_loop = 1;
|
|
}
|
|
}
|
|
|
|
if ( play_ambient_loop ) {
|
|
Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
|
|
}
|
|
}
|
|
|
|
// stop a looping ambient sound for the main hall
|
|
void main_hall_stop_ambient()
|
|
{
|
|
if ( Main_hall_ambient_loop != -1 ) {
|
|
snd_stop(Main_hall_ambient_loop);
|
|
Main_hall_ambient_loop = -1;
|
|
}
|
|
}
|
|
|
|
// Reset the volume of the looping ambient sound. This is called from the options
|
|
// screen when the looping ambient sound might be playing.
|
|
void main_hall_reset_ambient_vol()
|
|
{
|
|
if ( Main_hall_ambient_loop >= 0 ) {
|
|
snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
|
|
}
|
|
}
|
|
|
|
// blit the freespace version #
|
|
void main_hall_blit_version()
|
|
{
|
|
char version_string[100];
|
|
int w;
|
|
|
|
// format the version string
|
|
get_version_string(version_string, sizeof(version_string));
|
|
|
|
// get the length of the string
|
|
gr_get_string_size(&w,NULL,version_string);
|
|
|
|
// print the string near the lower left corner
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_string(5, gr_screen.max_h_unscaled - 24, version_string);
|
|
}
|
|
|
|
// blit any necessary tooltips
|
|
void main_hall_maybe_blit_tooltips()
|
|
{
|
|
int w;
|
|
int text_index;
|
|
|
|
// if we're over no region - don't blit anything
|
|
if(Main_hall_mouse_region < 0) {
|
|
return;
|
|
}
|
|
|
|
// get the index of the proper text to be using
|
|
if(Main_hall_mouse_region == READY_ROOM_REGION) {
|
|
// if this is a multiplayer pilot, the ready room region becomes the multiplayer region
|
|
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
text_index = NUM_REGIONS - 1;
|
|
} else {
|
|
text_index = READY_ROOM_REGION;
|
|
}
|
|
} else {
|
|
text_index = Main_hall_mouse_region;
|
|
}
|
|
|
|
// set the color and blit the string
|
|
if(!help_overlay_active(Main_hall_overlay_id)) {
|
|
int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
|
|
// get the width of the string
|
|
gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
|
|
|
|
gr_set_shader(&Main_hall_tooltip_shader);
|
|
gr_shade(0, shader_y, gr_screen.clip_width_unscaled, (gr_screen.clip_height_unscaled - shader_y));
|
|
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_string((gr_screen.max_w_unscaled - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
|
|
}
|
|
}
|
|
|
|
|
|
void main_hall_process_help_stuff()
|
|
{
|
|
int w, h;
|
|
char str[255];
|
|
|
|
// if the timestamp has popped, don't do anything
|
|
if(Main_hall_help_stamp == -1) {
|
|
return;
|
|
}
|
|
|
|
// if the timestamp has popped, advance frame
|
|
if(timestamp_elapsed(Main_hall_help_stamp)) {
|
|
Main_hall_f1_text_frame++;
|
|
}
|
|
|
|
// otherwise print out the message
|
|
strcpy_s(str, XSTR( "Press F1 for help", 371));
|
|
gr_get_string_size(&w, &h, str);
|
|
|
|
int y_anim_offset = Main_hall_f1_text_frame;
|
|
|
|
// if anim is off the screen finally, stop altogether
|
|
if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
|
|
Main_hall_f1_text_frame = -1;
|
|
Main_hall_help_stamp = -1;
|
|
F1_text_done = 1;
|
|
return;
|
|
}
|
|
|
|
// set the color and print out text and shader
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_shade(0, 0, gr_screen.max_w_unscaled, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
|
|
gr_string((gr_screen.max_w_unscaled - w)/2, Main_hall_tooltip_padding[gr_screen.res] /*- y_anim_offset*/, str);
|
|
}
|
|
|
|
// what main hall we're on
|
|
int main_hall_id()
|
|
{
|
|
return (Main_hall - &Main_hall_defines[gr_screen.res][0]);
|
|
}
|
|
|
|
// read in main hall table
|
|
void main_hall_read_table()
|
|
{
|
|
main_hall_defines *m, temp;
|
|
int count, idx, s_idx, m_idx, rval;
|
|
|
|
if ((rval = setjmp(parse_abort)) != 0) {
|
|
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "mainhall.tbl", rval));
|
|
return;
|
|
}
|
|
|
|
// read the file in
|
|
read_file_text("mainhall.tbl", CF_TYPE_TABLES);
|
|
reset_parse();
|
|
|
|
// go for it
|
|
count = 0;
|
|
while(!optional_string("#end"))
|
|
{
|
|
// read in 2 resolutions
|
|
for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++)
|
|
{
|
|
// maybe use a temp main hall stuct
|
|
if(count >= MAIN_HALLS_MAX)
|
|
{
|
|
m = &temp;
|
|
Warning(LOCATION, "Number of main halls in mainhall.tbl has exceeded max of %d. All further main halls will be ignored.", MAIN_HALLS_MAX);
|
|
//WMC - break, because there's nothing after this loop to parse
|
|
break;
|
|
} else {
|
|
m = &Main_hall_defines[m_idx][count];
|
|
}
|
|
|
|
// ready
|
|
required_string("$Main Hall");
|
|
|
|
// bitmap and mask
|
|
required_string("+Bitmap:");
|
|
stuff_string(m->bitmap, F_NAME, MAX_FILENAME_LEN);
|
|
required_string("+Mask:");
|
|
stuff_string(m->mask, F_NAME, MAX_FILENAME_LEN);
|
|
required_string("+Music:");
|
|
stuff_string(m->music_name, F_NAME, MAX_FILENAME_LEN);
|
|
|
|
// Goober5000
|
|
if (optional_string("+Substitute Music:"))
|
|
stuff_string(m->substitute_music_name, F_NAME, MAX_FILENAME_LEN);
|
|
|
|
// intercom sounds
|
|
required_string("+Num Intercom Sounds:");
|
|
stuff_int(&m->num_random_intercom_sounds);
|
|
if (m->num_random_intercom_sounds > MAX_RANDOM_INTERCOM_SOUNDS) {
|
|
Warning(LOCATION, "Num Intercom Sounds exceeds maximum!");
|
|
m->num_random_intercom_sounds = MAX_RANDOM_INTERCOM_SOUNDS;
|
|
}
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom delay
|
|
required_string("+Intercom delay:");
|
|
stuff_int(&m->intercom_delay[idx][0]);
|
|
stuff_int(&m->intercom_delay[idx][1]);
|
|
}
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom sound id
|
|
parse_sound("+Intercom sound:", &m->intercom_sounds[idx], "+Intercom sound:", PARSE_SOUND_INTERFACE_SOUND);
|
|
}
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom pan
|
|
required_string("+Intercom pan:");
|
|
stuff_float(&m->intercom_sound_pan[idx]);
|
|
}
|
|
|
|
// misc animations
|
|
required_string("+Num Misc Animations:");
|
|
stuff_int(&m->num_misc_animations);
|
|
if (m->num_misc_animations > MAX_MISC_ANIMATIONS) {
|
|
Warning(LOCATION, "Num Misc Animations exceeds maximum!");
|
|
m->num_misc_animations = MAX_MISC_ANIMATIONS;
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim names
|
|
required_string("+Misc anim:");
|
|
stuff_string(m->misc_anim_name[idx], F_NAME, MAX_FILENAME_LEN);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim groups, optionally
|
|
if (optional_string("+Misc anim group:")){
|
|
stuff_int(&m->misc_anim_group[idx]);
|
|
} else {
|
|
m->misc_anim_group[idx] = -1;
|
|
}
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim delay
|
|
required_string("+Misc anim delay:");
|
|
stuff_int(&m->misc_anim_delay[idx][0]);
|
|
stuff_int(&m->misc_anim_delay[idx][1]);
|
|
stuff_int(&m->misc_anim_delay[idx][2]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim coords
|
|
required_string("+Misc anim coords:");
|
|
stuff_int(&m->misc_anim_coords[idx][0]);
|
|
stuff_int(&m->misc_anim_coords[idx][1]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim mode
|
|
required_string("+Misc anim mode:");
|
|
stuff_int(&m->misc_anim_modes[idx]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim pan
|
|
required_string("+Misc anim pan:");
|
|
stuff_float(&m->misc_anim_sound_pan[idx]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound id
|
|
SCP_vector<int> temp; //this is a short term hack and will be properly fixed when main_hall_defines is vectorised
|
|
m->misc_anim_special_sounds.push_back(temp);
|
|
parse_sound_list("+Misc anim sounds:", m->misc_anim_special_sounds.at(idx), "+Misc anim sounds:", PARSE_SOUND_INTERFACE_SOUND);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound triggers
|
|
required_string("+Misc anim trigger:");
|
|
stuff_int(&m->misc_anim_special_trigger[idx][0]);
|
|
for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
|
|
stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
|
|
}
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound handles
|
|
required_string("+Misc anim handles:");
|
|
stuff_int(&m->misc_anim_sound_handles[idx][0]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound flags
|
|
required_string("+Misc anim flags:");
|
|
stuff_int(&m->misc_anim_sound_flag[idx][0]);
|
|
}
|
|
|
|
// door animations
|
|
required_string("+Num Door Animations:");
|
|
stuff_int(&m->num_door_animations);
|
|
if (m->num_door_animations > MAX_DOOR_ANIMATIONS) {
|
|
Warning(LOCATION, "Num Door Animations exceeds maximum!");
|
|
m->num_door_animations = MAX_DOOR_ANIMATIONS;
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door name
|
|
required_string("+Door anim:");
|
|
stuff_string(m->door_anim_name[idx], F_NAME, MAX_FILENAME_LEN);
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door coords
|
|
required_string("+Door coords:");
|
|
stuff_int(&m->door_anim_coords[idx][0]);
|
|
stuff_int(&m->door_anim_coords[idx][1]);
|
|
stuff_int(&m->door_anim_coords[idx][2]);
|
|
stuff_int(&m->door_anim_coords[idx][3]);
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door open and close sounds
|
|
SCP_vector<int> temp; //this is a short term hack and will be properly fixed when main_hall_defines is vectorised
|
|
m->door_sounds.push_back(temp);
|
|
parse_sound_list("+Door sounds:", m->door_sounds.at(idx), "+Door sounds:", (parse_sound_flags)(PARSE_SOUND_INTERFACE_SOUND | PARSE_SOUND_SCP_SOUND_LIST));
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door pan value
|
|
required_string("+Door pan:");
|
|
stuff_float(&m->door_sound_pan[idx]);
|
|
}
|
|
|
|
// tooltip y location
|
|
required_string("+Tooltip Y:");
|
|
stuff_int(&m->region_yval);
|
|
for(idx=0; idx<NUM_REGIONS; idx++){
|
|
m->region_descript[idx] = NULL;
|
|
}
|
|
}
|
|
|
|
if(count < MAIN_HALLS_MAX){
|
|
count++;
|
|
}
|
|
}
|
|
|
|
Num_main_halls = count;
|
|
|
|
// are we funny?
|
|
if(Vasudan_funny){
|
|
int hall = main_hall_id();
|
|
|
|
Main_hall_defines[GR_640][hall].door_sounds.at(OPTIONS_REGION).at(0) = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_640][hall].door_sounds.at(OPTIONS_REGION).at(1) = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_1024][hall].door_sounds.at(OPTIONS_REGION).at(0) = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_1024][hall].door_sounds.at(OPTIONS_REGION).at(1) = SND_VASUDAN_BUP;
|
|
|
|
// set head anim. hehe
|
|
strcpy_s(Main_hall_defines[GR_1024][hall].door_anim_name[OPTIONS_REGION], "2_vhallheads");
|
|
|
|
// set the background
|
|
strcpy_s(Main_hall_defines[GR_640][hall].bitmap, "vhallhead");
|
|
strcpy_s(Main_hall_defines[GR_1024][hall].bitmap, "2_vhallhead");
|
|
}
|
|
|
|
// free up memory from parsing the mainhall tbl
|
|
stop_parse();
|
|
}
|
|
|
|
// make the vasudan main hall funny
|
|
void main_hall_vasudan_funny()
|
|
{
|
|
Vasudan_funny = 1;
|
|
}
|
|
|
|
int main_hall_is_vasudan()
|
|
{
|
|
// kind of a hack for now
|
|
return (!stricmp(Main_hall->music_name, "Psampik") || !stricmp(Main_hall->music_name, "Psamtik"));
|
|
}
|
|
|
|
// silence sounds on mainhall if we hit a pause mode (ie. lost window focus, minimized, etc);
|
|
void main_hall_pause()
|
|
{
|
|
if (Main_hall_paused)
|
|
return;
|
|
|
|
Main_hall_paused = 1;
|
|
|
|
audiostream_pause(Main_hall_music_handle);
|
|
|
|
main_hall_stop_ambient();
|
|
}
|
|
|
|
// recover from a paused state (ie. lost window focus, minimized, etc);
|
|
void main_hall_unpause()
|
|
{
|
|
if (!Main_hall_paused)
|
|
return;
|
|
|
|
Main_hall_paused = 0;
|
|
|
|
audiostream_unpause(Main_hall_music_handle);
|
|
|
|
main_hall_start_ambient();
|
|
}
|