Files
fs2open.github.com/code/missionui/missionbrief.cpp
T
Goober5000 7db8d3d94a clean up the state machine logic for starting games
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4324 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:43:07 +10:00

2499 lines
69 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/MissionUI/MissionBrief.cpp $
* $Revision: 2.46 $
* $Date: 2007-11-19 20:24:39 $
* $Author: Goober5000 $
*
* C module that contains code to display the mission briefing to the player
*
* $Log: not supported by cvs2svn $
* Revision 2.45 2007/03/22 20:35:20 taylor
* be sure to page in textures for change ship class sexp preload
* add a ASF_MENUMUSIC type for things that aren't mission-based event music (since that is handled differently now)
* make event music keep extension if it exists, so that the special data will be accurate
* bits of cleanup from old MS code that we don't need
*
* Revision 2.44 2007/02/20 04:20:18 Goober5000
* the great big duplicate model removal commit
*
* Revision 2.43 2006/12/28 00:59:32 wmcoolmon
* WMC codebase commit. See pre-commit build thread for details on changes.
*
* Revision 2.42 2006/05/13 07:09:25 taylor
* minor cleanup and a couple extra error checks
* get rid of some wasteful math from the gr_set_proj_matrix() calls
*
* Revision 2.41 2006/02/19 00:32:47 Goober5000
* additional error checking
* --Goober5000
*
* Revision 2.40 2006/01/26 03:58:14 Goober5000
* added variable replacement to command briefings, briefings, and debriefings
* --Goober5000
*
* Revision 2.39 2005/12/29 08:08:36 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 2.38 2005/10/10 17:21:06 taylor
* remove NO_NETWORK
*
* Revision 2.37 2005/09/26 04:08:54 Goober5000
* some more cleanup
* --Goober5000
*
* Revision 2.36 2005/09/25 05:13:06 Goober5000
* hopefully complete species upgrade
* --Goober5000
*
* Revision 2.35 2005/09/23 22:48:56 Goober5000
* something for WCS
* --Goober5000
*
* Revision 2.34 2005/09/09 05:11:20 Goober5000
* braces for clarity
*
* Revision 2.33 2005/07/25 05:24:16 Goober5000
* cleaned up some command line and mission flag stuff
* --Goober5000
*
* Revision 2.32 2005/07/24 18:32:58 taylor
* various incarnations of freaky and stupid, need to do this everywhere eventually
*
* Revision 2.31 2005/07/22 10:18:39 Goober5000
* CVS header tweaks
* --Goober5000
*
* Revision 2.30 2005/07/18 03:45:08 taylor
* more non-standard res fixing
* - I think everything should default to resize now (much easier than having to figure that crap out)
* - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
* - lots of little cleanups which fix several strange offset/size problems
* - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
*
* Revision 2.29 2005/07/13 03:25:58 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.28 2005/07/02 19:43:54 taylor
* ton of non-standard resolution fixes
*
* Revision 2.27 2005/06/03 06:39:26 taylor
* better audio pause/unpause support when game window loses focus or is minimized
*
* Revision 2.26 2005/05/30 05:33:11 taylor
* if a briefing does have any stages (no text) then don't carry over text from a previous mission
* some generic cleanup to V code that isn't a real problem now but could easily have been a memleak
*
* Revision 2.25 2005/05/12 17:49:14 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
*
* Revision 2.24 2005/04/05 05:53:19 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.23 2005/03/02 21:24:45 taylor
* more network/inferno goodness for Windows, takes care of a few warnings too
*
* Revision 2.22 2005/02/23 04:55:07 taylor
* more bm_unload() -> bm_release() changes
*
* Revision 2.21 2005/02/21 09:00:58 wmcoolmon
* Multi-res support
*
* Revision 2.20 2005/02/14 23:56:51 taylor
* fix mouse click issues in weapon/ship select screen
* skip real VCR controls for Closeup check rather than using hardcoded values
*
* Revision 2.19 2005/01/31 23:27:54 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 2.18 2005/01/29 08:09:47 wmcoolmon
* Various updates; shader, clipping
*
* Revision 2.17 2004/11/24 20:12:25 taylor
* fix briefing related crash(es) (forgot I had this)
*
* Revision 2.16 2004/07/26 20:47:38 Kazan
* remove MCD complete
*
* Revision 2.15 2004/07/12 16:32:54 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.14 2004/03/05 09:01:55 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.13 2003/12/16 20:48:41 phreak
* made gr_set_proj_matrix use the MIN/MAX_DRAW_DISTANCE constants
*
* Revision 2.12 2003/11/17 04:25:57 bobboau
* made the poly list dynamicly alocated,
* started work on fixing the node model not rendering,
* but most of that got commented out so I wouldn't have to deal with it
* while mucking about with the polylist
*
* Revision 2.11 2003/11/16 04:08:47 Goober5000
* fixed briefing scroll and display of "more"
* --Goober5000
*
* Revision 2.10 2003/11/11 03:56:11 bobboau
* lots of bug fixing, much of it in nebula and bitmap drawing
*
* Revision 2.9 2003/11/09 06:31:40 Kazan
* a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed
* conflicts in cmdline and timerbar.h log entries
* cvs stopped acting like it was on crack obviously
*
* Revision 2.8 2003/11/06 22:45:55 phreak
* added gr_start_**_matrix() and gr_end_**_matrix() around where ships are rendered
*
* Revision 2.7 2003/09/07 18:14:54 randomtiger
* Checked in new speech code and calls from relevent modules to make it play.
* Should all work now if setup properly with version 2.4 of the launcher.
* FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed.
* Otherwise the compile flag should not be set and it should all compile OK.
*
* - RT
*
* Revision 2.6 2003/09/05 04:25:28 Goober5000
* well, let's see here...
*
* * persistent variables
* * rotating gun barrels
* * positive/negative numbers fixed
* * sexps to trigger whether the player is controlled by AI
* * sexp for force a subspace jump
*
* I think that's it :)
* --Goober5000
*
* Revision 2.5 2003/03/30 21:16:21 Goober5000
* fixed stupid spelling mistake
* --Goober5000
*
* Revision 2.4 2003/03/20 07:15:37 Goober5000
* implemented mission flags for no briefing or no debriefing - yay!
* --Goober5000
*
* Revision 2.3 2003/03/18 10:07:04 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.2 2003/01/17 07:59:08 Goober5000
* fixed some really strange behavior with strings not being truncated at the
* # symbol
* --Goober5000
*
* Revision 2.1.2.1 2002/09/24 18:56:44 randomtiger
* DX8 branch commit
*
* This is the scub of UP's previous code with the more up to date RT code.
* For full details check previous dev e-mails
*
* Revision 2.1 2002/08/01 01:41:07 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:25 penguin
* Warpcore CVS sync
*
* Revision 1.5 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.4 2002/05/10 20:42:44 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.3 2002/05/09 23:02:59 mharris
* Not using default values for audiostream functions, since they may
* be macros (if NO_SOUND is defined)
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:10 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 48 10/14/99 2:51p Jefff
* localiztion fixes
*
* 47 10/13/99 3:23p Jefff
* fixed unnumbered XSTRs
*
* 46 9/12/99 8:09p Dave
* Fixed problem where skip-training button would cause mission messages
* not to get paged out for the current mission.
*
* 45 9/09/99 3:40p Jefff
* no exit loop outisde of campaign mode
*
* 44 9/07/99 6:53p Jefff
* functionality to break out of a loop
*
* 43 9/06/99 6:38p Dave
* Improved CD detection code.
*
* 42 9/03/99 10:57a Jefff
* numbered an xstr
*
* 41 8/30/99 5:30p Jefff
* fixed "more" being cut off in d3d
*
* 40 8/30/99 10:29a Jefff
* added autocenter flag to closup rendering
*
* 39 8/19/99 11:33a Dave
* Fixed debug build.
*
* 38 8/19/99 10:59a Dave
* Packet loss detection.
*
* 37 8/16/99 4:05p Dave
* Big honking checkin.
*
* 36 8/16/99 9:48a Jefff
* all clicks on briefing icons should now register
*
* 35 8/10/99 7:29p Jefff
* added mission title to briefing screen
*
* 34 8/03/99 1:34a Andsager
* fix skip training mission (again)
*
* 33 8/02/99 12:01p Jefff
* fixed "skip training" text pos
*
* 32 7/30/99 5:42p Jasenw
* Fixed coords for skip training button.
*
* 31 7/29/99 10:50p Dave
* Oops. Accidentally blew away some interface text changes.
*
* 30 7/29/99 10:48p Dave
*
* 29 7/29/99 3:05p Andsager
* Add skip training text. and properly skip.
*
* 28 7/24/99 6:07p Jefff
* Added "lock" text to multiplayer lock button
*
* 27 7/21/99 10:51a Jefff
* added "more" indicator to briefing text box
*
* 26 7/19/99 3:01p Dave
* Fixed icons. Added single transport icon.
*
* 25 7/18/99 5:20p Dave
* Jump node icon. Fixed debris fogging. Framerate warning stuff.
*
* 24 7/16/99 1:49p Dave
* 8 bit aabitmaps. yay.
*
* 23 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 22 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 21 6/29/99 7:39p Dave
* Lots of small bug fixes.
*
* 20 6/11/99 11:13a Dave
* last minute changes before press tour build.
*
* 19 6/04/99 1:18p Dave
* Fixed briefing model rendering problems. Made show background option in
* fred toggle nebula rendering.
*
* 18 5/07/99 10:34a Andsager
* Make red alert work in FS2
*
* 17 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 16 3/25/99 2:45p Neilk
* Fixed lock button
*
* 15 2/11/99 3:08p Dave
* PXO refresh button. Very preliminary squad war support.
*
* 14 2/05/99 7:19p Neilk
* Removed black part from mission screen, fixed info text coords
*
* 13 2/02/99 4:35p Neilk
* fixed coordinate problem where primary goals was on top of interface in
* mission briefing
*
* 12 2/01/99 5:55p Dave
* Removed the idea of explicit bitmaps for buttons. Fixed text
* highlighting for disabled gadgets.
*
* 11 1/30/99 7:32p Neilk
* Fixed coords problems for mission briefing screens
*
* 10 1/30/99 5:08p Dave
* More new hi-res stuff.Support for nice D3D textures.
*
* 9 1/30/99 1:29a Dave
* Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
* screen. Fixed beam weapon death messages.
*
* 8 1/29/99 4:17p Dave
* New interface screens.
*
* 7 1/13/99 7:19p Neilk
* Converted Mission Brief, Barracks, Synch to high res support
*
* 6 12/18/98 1:13a Dave
* Rough 1024x768 support for Direct3D. Proper detection and usage through
* the launcher.
*
* 5 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 4 11/20/98 4:08p Dave
* Fixed flak effect in multiplayer.
*
* 3 10/13/98 9:28a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 114 9/17/98 3:08p Dave
* PXO to non-pxo game warning popup. Player icon stuff in create and join
* game screens. Upped server count refresh time in PXO to 35 secs (from
* 20).
*
* 113 6/19/98 3:52p Lawrance
* Don't use large text in popup, since it is missing large foreign chars
*
* 112 6/09/98 5:17p Lawrance
* French/German localization
*
* 111 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 110 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 109 5/22/98 10:44a Lawrance
* put in case label to suppress warning
*
* 108 5/19/98 11:35p Lawrance
* Play sound for briefing control button presses
*
* 107 5/19/98 8:47p Lawrance
* Set proper distance for jump nodes
*
* 106 5/19/98 8:35p Dave
* Revamp PXO channel listing system. Send campaign goals/events to
* clients for evaluation. Made lock button pressable on all screens.
*
* 105 5/12/98 2:16p Hoffoss
* Added debug code to switch models of closeup icon to more easily check
* positions and zooms.
*
* 104 5/06/98 11:50p Lawrance
* Clean up help overlay code for loadout screens
*
* 103 5/06/98 8:03p Allender
* AL: only free pointers in brief_compact_stages if non-null
*
* 102 5/05/98 4:48p Lawrance
* Fix bug with launching closeup icon when pause button is pressed
*
* 101 4/29/98 1:45p Lawrance
* Print out mission filename if debug build, or if INTERPLAY QA defined
*
* 100 4/29/98 12:15a Lawrance
* reset demo trailer timer when briefing moves to a new stage
*
* 98 4/25/98 11:55p Lawrance
* fix bug with the auto-advance button
*
* 97 4/25/98 3:49p Lawrance
* Save briefing auto-advance pref
*
* 96 4/25/98 12:00p Lawrance
* disable advance keypress for 1/2 second after autoadvance
*
* 95 4/22/98 7:24p Dave
* Made sure the "player/ships" locked button for multiplayer appears on
* all briefing screens.
*
* 94 4/20/98 3:53p Lawrance
* Fix various bugs with auto-advancing through briefings.
*
* 93 4/19/98 12:11p Lawrance
* add new art for pause button in the briefing
*
* 92 4/17/98 10:39p Andsager
* AL: Fix bug with auto-advance of briefing stages.
*
* 91 4/16/98 8:05p Lawrance
* Don't show closeup icon for planets
*
* 90 4/15/98 5:17p Lawrance
* fix bug with skip training
*
* $NoKeywords: $
*
*/
#include "freespace2/freespace.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "mission/missiongoals.h"
#include "gamesequence/gamesequence.h"
#include "ship/ship.h"
#include "io/key.h"
#include "render/3d.h"
#include "model/model.h"
#include "io/timer.h"
#include "globalincs/linklist.h"
#include "io/mouse.h"
#include "hud/hud.h"
#include "sound/audiostr.h"
#include "gamesnd/gamesnd.h"
#include "gamesnd/eventmusic.h"
#include "mission/missioncampaign.h"
#include "menuui/snazzyui.h"
#include "missionui/missionbrief.h"
#include "mission/missionbriefcommon.h"
#include "cmdline/cmdline.h"
#include "gamehelp/contexthelp.h"
#include "asteroid/asteroid.h"
#include "popup/popup.h"
#include "parse/sexp.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "mission/missionmessage.h"
#include "playerman/player.h"
#include "sound/fsspeech.h"
#include "parse/parselo.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "missionui/chatbox.h"
/*
#define OBJECTIVES_X 65
#define OBJECTIVES_Y 137
#define OBJECTIVES_W 508
#define OBJECTIVES_H 233
*/
static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
{
65,152,508,211 // GR_640
},
{
104,243,813,332 // GR_1024
}
};
static int Current_brief_stage; // what stage of the briefing we're on
static int Last_brief_stage;
static int Num_brief_stages;
static int Brief_multiplayer = FALSE;
static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
// for managing the scene cut transition
static int Quick_transition_stage;
static int Start_fade_up_anim, Start_fade_down_anim;
static int Brief_playing_fade_sound;
hud_anim Fade_anim;
int Briefing_music_handle = -1;
int Briefing_music_begin_timestamp = 0;
// --------------------------------------------------------------------------------------
// Module scope globals
// --------------------------------------------------------------------------------------
static MENU_REGION Briefing_select_region[NUM_BRIEFING_REGIONS];
static int Num_briefing_regions;
// For closeup display
#define ONE_REV_TIME 6 // time (sec) for one revolution
#define MAX_ANG_CHG 0.15f
static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
{
203, 151, 200, 213 // GR_640
},
{
325, 241, 200, 213 // GR_1024
}
};
/* no longer used - taylor
static int Closeup_img_h[GR_NUM_RESOLUTIONS] = {
150, // GR_640
150 // GR_1024
};
static int Closeup_text_h[GR_NUM_RESOLUTIONS][4] = {
63, // GR_640
63 // GR_1024
}; */
static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
0, 391
},
{ // GR_1024
0, 627
}
};
static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
"InfoBox",
"2_Infobox"
};
static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
"Brief",
"2_Brief"
};
static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
"BriefMulti",
"2_BriefMulti"
};
static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
"Brief-m",
"2_Brief-m"
};
static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
"BriefMulti-m",
"2_BriefMulti-m"
};
static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
"Briefwin",
"2_Briefwin"
};
// coordinate inidices
#define BRIEF_X_COORD 0
#define BRIEF_Y_COORD 1
#define BRIEF_W_COORD 2
#define BRIEF_H_COORD 3
//static int Closeup_region[4] = {220,132,420,269};
int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
211, 158, 215, 157
},
{ // GR_1024
337, 253, 345, 252
},
};
char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
NOX("BriefPop"), // GR_640
NOX("2_BriefPop") // GR_1024
};
char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
NOX("BPB_00"), // GR_640
NOX("2_BPB_00"), // GR_1024
};
int Closeup_button_hotspot = 14;
//static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
{ 374, 316 }, // GR_640
{ 599, 506 } // GR_1024
};
UI_BUTTON Closeup_close_button;
int Closeup_bitmap=-1;
int Closeup_one_revolution_time=ONE_REV_TIME;
brief_icon *Closeup_icon;
angles Closeup_angles;
matrix Closeup_orient;
vec3d Closeup_pos;
int Closeup_font_height;
int Closeup_x1, Closeup_y1;
// used for the 3d view of a closeup ship
float Closeup_zoom;
vec3d Closeup_cam_pos;
// Mask bitmap pointer and Mask bitmap_id
ubyte* Brief_ui_mask_data; // pointer to actual bitmap data
static int Brief_ui_mask_w = -1;
static int Brief_ui_mask_h = -1;
int Brief_inited = FALSE;
int Briefing_paused = 0; // for stopping audio and stage progression
// --------------------------------------------------------------------------------------
// Briefing specific UI
// --------------------------------------------------------------------------------------
#define BRIEF_LAST_STAGE_MASK 7
#define BRIEF_NEXT_STAGE_MASK 8
#define BRIEF_PREV_STAGE_MASK 9
#define BRIEF_FIRST_STAGE_MASK 10
#define BRIEF_TEXT_SCROLL_UP_MASK 11
#define BRIEF_TEXT_SCROLL_DOWN_MASK 12
#define BRIEF_SKIP_TRAINING_MASK 15
#define BRIEF_PAUSE_MASK 16
struct brief_buttons {
char *filename;
int x, y;
int xt, yt;
int hotspot;
int repeat;
UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
brief_buttons(char *name, int x1, int y1, int xt1, int yt1, int h, int r = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), repeat(r) {}
};
int Brief_grid_bitmap = -1;
int Brief_text_bitmap = -1;
int Brief_multitext_bitmap = -1;
int Brief_background_bitmap =-1;
UI_WINDOW Brief_ui_window;
// Briefing specific buttons
#define NUM_BRIEF_BUTTONS 10
brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
{ // GR_640
brief_buttons("BRB_08", 110, 116, 117, 157, 8),
brief_buttons("BRB_09", 84, 116, 117, 157, 9),
brief_buttons("BRB_10", 29, 116, 117, 157, 10),
brief_buttons("BRB_11", 4, 116, 117, 157, 11),
brief_buttons("BRB_12", 0, 405, 117, 157, 12),
brief_buttons("BRB_13", 0, 447, 117, 157, 13),
brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
brief_buttons("BRB_16", 56, 116, 117, 157, 16),
brief_buttons("TSB_34", 603, 374, 117, 157, 34),
brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
},
{ // GR_1024
brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
},
};
// briefing UI
#define BRIEF_SELECT_NUM_TEXT 3
UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
{ // GR_640
{ "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
{ "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
{ "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
},
{ // GR_1024
{ "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
{ "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
{ "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
}
};
// coordinates for briefing title -- the x value is for the RIGHT side of the text
static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
{575, 117}, // GR_640
{918, 194} // GR_1024
};
// coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
// third coord is max width of area for it to fit into (it is force fit there)
static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
{1, 105, 190}, // GR_640
{1, 174, 304} // GR_1024
};
// briefing line widths
int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
};
//stuff for ht&l. vars and such
extern int Cmdline_nohtl;
// --------------------------------------------------------------------------------------
// Forward declarations
// --------------------------------------------------------------------------------------
int brief_setup_closeup(brief_icon *bi);
void brief_maybe_blit_scene_cut(float frametime);
void brief_transition_reset();
char *brief_tooltip_handler(char *str)
{
if (!stricmp(str, NOX("@close"))) {
if (Closeup_icon)
return XSTR( "Close", 428);
}
return NULL;
}
// brief_skip_training_pressed()
//
// called when the skip training button on the briefing screen is hit. When this happens,
// do a popup, then move to the next mission in the campaign.
void brief_skip_training_pressed()
{
int val;
val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Skip Training\n\n\n\nAre you sure you want to skip this training mission?", 429));
// val is 0 when we hit no (first on the list)
// AL: also, -1 is returned when ESC is hit
if ( val <= 0 ){
return;
}
// page out mission messages
message_mission_shutdown();
if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
gameseq_post_event( GS_EVENT_MAIN_MENU );
}
// tricky part. Need to move to the next mission in the campaign.
mission_goal_mark_objectives_complete();
mission_goal_fail_incomplete();
mission_campaign_store_goals_and_events_and_variables();
mission_campaign_eval_next_mission();
mission_campaign_mission_over();
// CD CHECK
if(game_do_cd_mission_check(Game_current_mission_filename)){
gameseq_post_event( GS_EVENT_START_GAME );
} else {
gameseq_post_event( GS_EVENT_MAIN_MENU );
}
}
#ifdef FS2_DEMO
extern void demo_reset_trailer_timer();
#endif
// --------------------------------------------------------------------------------------
// brief_do_next_pressed()
//
//
void brief_do_next_pressed(int play_sound)
{
int now;
now = timer_get_milliseconds();
if ( (now - Brief_last_auto_advance) < 500 ) {
return;
}
#ifdef FS2_DEMO
demo_reset_trailer_timer();
#endif
Current_brief_stage++;
if ( Current_brief_stage >= Num_brief_stages ) {
Current_brief_stage = Num_brief_stages - 1;
gamesnd_play_iface(SND_GENERAL_FAIL);
if ( Quick_transition_stage != -1 )
brief_transition_reset();
} else {
if ( play_sound ) {
gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
}
}
Assert(Current_brief_stage >= 0);
}
// --------------------------------------------------------------------------------------
// brief_do_prev_pressed()
//
//
void brief_do_prev_pressed()
{
Current_brief_stage--;
if ( Current_brief_stage < 0 ) {
Current_brief_stage = 0;
gamesnd_play_iface(SND_GENERAL_FAIL);
if ( Quick_transition_stage != -1 )
brief_transition_reset();
} else {
gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
}
Assert(Current_brief_stage >= 0);
}
// --------------------------------------------------------------------------------------
// brief_do_start_pressed()
//
//
void brief_do_start_pressed()
{
if ( Current_brief_stage != 0 ) {
gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
Current_brief_stage = 0;
if ( Quick_transition_stage != -1 )
brief_transition_reset();
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
Assert(Current_brief_stage >= 0);
}
// --------------------------------------------------------------------------------------
// brief_do_end_pressed()
//
//
void brief_do_end_pressed()
{
if ( Current_brief_stage != Num_brief_stages - 1 ) {
gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
Current_brief_stage = Num_brief_stages - 1;
if ( Quick_transition_stage != -1 )
brief_transition_reset();
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
Assert(Current_brief_stage >= 0);
}
void brief_scroll_up_text()
{
Top_brief_text_line--;
if ( Top_brief_text_line < 0 ) {
Top_brief_text_line = 0;
gamesnd_play_iface(SND_GENERAL_FAIL);
} else {
gamesnd_play_iface(SND_SCROLL);
}
}
void brief_scroll_down_text()
{
Top_brief_text_line++;
if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
Top_brief_text_line--;
gamesnd_play_iface(SND_GENERAL_FAIL);
} else {
gamesnd_play_iface(SND_SCROLL);
}
}
// handles the exit loop option
void brief_exit_loop_pressed()
{
int val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?", 1489));
// bail if esc hit or no clicked
if (val <= 0) {
return;
}
// handle the details
// this also posts the start game event
mission_campaign_exit_loop();
}
// -------------------------------------------------------------------------------------
// brief_select_button_do() do the button action for the specified pressed button
//
void brief_button_do(int i)
{
switch ( i ) {
case BRIEF_BUTTON_LAST_STAGE:
brief_do_end_pressed();
break;
case BRIEF_BUTTON_NEXT_STAGE:
brief_do_next_pressed(1);
break;
case BRIEF_BUTTON_PREV_STAGE:
brief_do_prev_pressed();
break;
case BRIEF_BUTTON_FIRST_STAGE:
brief_do_start_pressed();
break;
case BRIEF_BUTTON_SCROLL_UP:
brief_scroll_up_text();
break;
case BRIEF_BUTTON_SCROLL_DOWN:
brief_scroll_down_text();
break;
case BRIEF_BUTTON_PAUSE:
gamesnd_play_iface(SND_USER_SELECT);
fsspeech_pause(Player->auto_advance != 0);
Player->auto_advance ^= 1;
break;
case BRIEF_BUTTON_SKIP_TRAINING:
fsspeech_stop();
brief_skip_training_pressed();
break;
case BRIEF_BUTTON_EXIT_LOOP:
fsspeech_stop();
brief_exit_loop_pressed();
break;
case BRIEF_BUTTON_MULTI_LOCK:
Assert(Game_mode & GM_MULTIPLAYER);
// the "lock" button has been pressed
multi_ts_lock_pressed();
// disable the button if it is now locked
if(multi_ts_is_locked()){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
}
break;
} // end switch
}
// -------------------------------------------------------------------
// brief_check_buttons()
//
// Iterate through the briefing buttons, checking if they are pressed
//
void brief_check_buttons()
{
int i;
UI_BUTTON *b;
for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
b = &Brief_buttons[gr_screen.res][i].button;
if ( b->pressed() ) {
common_flash_button_init();
brief_button_do(i);
}
}
if (Closeup_close_button.pressed()) {
brief_turn_off_closeup_icon();
}
}
// -------------------------------------------------------------------
// brief_redraw_pressed_buttons()
//
// Redraw any briefing buttons that are pressed down. This function is needed
// since we sometimes need to draw pressed buttons last to ensure the entire
// button gets drawn (and not overlapped by other buttons)
//
void brief_redraw_pressed_buttons()
{
int i;
UI_BUTTON *b;
common_redraw_pressed_buttons();
for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
b = &Brief_buttons[gr_screen.res][i].button;
if ( b->button_down() ) {
b->draw_forced(2);
}
}
if ( !Player->auto_advance ) {
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
}
}
void brief_buttons_init()
{
UI_BUTTON *b;
int i;
//if ( Briefing->num_stages <= 0 )
// return;
for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
b = &Brief_buttons[gr_screen.res][i].button;
b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
// set up callback for when a mouse first goes over a button
b->set_highlight_action( common_play_highlight_sound );
if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
} else {
b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
}
b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
}
// add all xstrs
for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
}
// Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
// mission
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
}
// Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
// mission
Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
}
// maybe disable the multi-lock button
if(!(Game_mode & GM_MULTIPLAYER)){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
} else {
// if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
if(Netgame.type_flags & NG_TYPE_TEAM){
if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
}
} else {
if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
}
}
}
// create close button for closeup popup
Closeup_close_button.create( &Brief_ui_window, "", Closeup_button_coords[gr_screen.res][BRIEF_X_COORD], Closeup_button_coords[gr_screen.res][BRIEF_Y_COORD], 60, 30, 0, 1 );
Closeup_close_button.set_highlight_action( common_play_highlight_sound );
Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
Closeup_close_button.link_hotspot(Closeup_button_hotspot);
// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
Closeup_close_button.disable();
Closeup_close_button.hide();
// if we have no briefing stages, hide and disable briefing buttons
if(Num_brief_stages <= 0){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
}
}
// --------------------------------------------------------------------------------------
// brief_get_closeup_icon()
//
//
// changed from uint for 64-bit support - taylor
brief_icon *brief_get_closeup_icon()
{
return Closeup_icon;
}
// stop showing the closeup view of an icon
void brief_turn_off_closeup_icon()
{
// turn off closup
if ( Closeup_icon != NULL ) {
gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
Closeup_icon = NULL;
Closeup_close_button.disable();
Closeup_close_button.hide();
}
}
// --------------------------------------------------------------------------------------
// brief_load_bitmaps()
//
//
void brief_load_bitmaps()
{
Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
if ( Closeup_bitmap == -1 ) {
Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
}
}
// --------------------------------------------------------------------------------------
// brief_ui_init()
//
//
void brief_ui_init()
{
if(Game_mode & GM_MULTIPLAYER) {
Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
} else {
Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
}
if ( Num_brief_stages <= 0 ){
return;
}
brief_load_bitmaps();
}
// --------------------------------------------------------------------------------------
// brief_set_default_closeup()
//
//
void brief_set_default_closeup()
{
brief_stage *bs;
int i;
bs = &Briefing->stages[0];
if ( Briefing->num_stages <= 0 ) {
Closeup_icon = NULL;
return;
}
if ( bs->num_icons <= 0 ) {
Closeup_icon = NULL;
return;
}
// check for the first highlighted icons to have as the default closeup
for ( i = 0; i < bs->num_icons; i++ ) {
if ( bs->icons[i].flags & BI_HIGHLIGHT )
break;
}
if ( i == bs->num_icons ) {
brief_setup_closeup(&bs->icons[0]);
}
else {
brief_setup_closeup(&bs->icons[i]);
}
}
// funciton to evaluate the sexpressions of the briefing stages eliminating those stages
// which shouldn't get shown
void brief_compact_stages()
{
int num, before, result, i;
/*
if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
Game_mode |= GM_CAMPAIGN_MODE;
}
*/
before = Briefing->num_stages;
num = 0;
while ( num < Briefing->num_stages ) {
result = eval_sexp( Briefing->stages[num].formula );
if ( !result ) {
if ( Briefing->stages[num].new_text != NULL ) {
vm_free( Briefing->stages[num].new_text );
Briefing->stages[num].new_text = NULL;
}
if ( Briefing->stages[num].icons != NULL ) {
vm_free( Briefing->stages[num].icons );
Briefing->stages[num].icons = NULL;
}
if ( Briefing->stages[num].lines != NULL ) {
vm_free( Briefing->stages[num].lines );
Briefing->stages[num].lines = NULL;
}
Briefing->stages[num].num_icons = 0;
for ( i = num+1; i < Briefing->num_stages; i++ ) {
Briefing->stages[i-1] = Briefing->stages[i];
}
Briefing->num_stages--;
continue;
}
num++;
}
// completely clear out the old entries (if any) so we don't access them by mistake - taylor
if ( before > Briefing->num_stages ) {
for ( i = Briefing->num_stages; i < before; i++ ) {
memset( &Briefing->stages[i], 0, sizeof(brief_stage) );
}
}
/*
if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
Game_mode &= ~(GM_CAMPAIGN_MODE);
}
*/
}
// --------------------------------------------------------------------------------------
// brief_init()
//
int red_alert_mission(void);
//
void brief_init()
{
int i;
// Since first stage of briefing can take some time to arrive and play,
// reset the trailer timer on briefing init.
#ifdef FS2_DEMO
demo_reset_trailer_timer();
#endif
// for multiplayer, change the state in my netplayer structure
// and initialize the briefing chat area thingy
if ( Game_mode & GM_MULTIPLAYER ){
Net_player->state = NETPLAYER_STATE_BRIEFING;
}
// Non standard briefing in red alert mission
if ( red_alert_mission() ) {
Int3(); // since we shouldn't be here
gameseq_post_event(GS_EVENT_RED_ALERT);
return;
}
// get a pointer to the appropriate briefing structure
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
Briefing = &Briefings[Net_player->p_info.team];
} else {
Briefing = &Briefings[0];
}
// Goober5000 - replace any variables (probably persistent variables) with their values
for (i = 0; i < Briefing->num_stages; i++)
{
if (Briefing->stages[i].new_text)
sexp_replace_variable_names_with_values(Briefing->stages[i].new_text, MAX_BRIEF_LEN);
}
Brief_last_auto_advance = 0;
brief_compact_stages(); // compact the briefing array to eliminate unused stages
common_set_interface_palette("BriefingPalette");
ship_stop_animation();
set_active_ui(&Brief_ui_window);
Current_screen = ON_BRIEFING_SELECT;
brief_restart_text_wipe();
common_flash_button_init();
common_music_init(SCORE_BRIEFING);
help_overlay_set_state(BR_OVERLAY,0);
if ( Brief_inited == TRUE ) {
common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
// screen, which can release common button bitmaps.
common_reset_buttons();
nprintf(("Alan","brief_init() returning without doing anything\n"));
return;
}
if (The_mission.game_type & MISSION_TYPE_TRAINING)
Num_brief_stages = Briefing->num_stages;
else
Num_brief_stages = Briefing->num_stages + 1;
Current_brief_stage = 0;
Last_brief_stage = 0;
// init the scene-cut data
brief_transition_reset();
hud_anim_init(&Fade_anim, Brief_static_coords[gr_screen.res][0], Brief_static_coords[gr_screen.res][1], Brief_static_name[gr_screen.res]);
hud_anim_load(&Fade_anim);
nprintf(("Alan","Entering brief_init()\n"));
common_select_init();
help_overlay_load(BR_OVERLAY);
// Set up the mask regions
// initialize the different regions of the menu that will react when the mouse moves over it
Num_briefing_regions = 0;
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
// init common UI
Brief_ui_window.create( 0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0 );
if(Game_mode & GM_MULTIPLAYER){
Brief_ui_window.set_mask_bmap(Brief_multi_mask_filename[gr_screen.res]);
} else {
Brief_ui_window.set_mask_bmap(Brief_mask_filename[gr_screen.res]);
}
// get a pointer to the mask data
Brief_ui_mask_data = Brief_ui_window.get_mask_data( &Brief_ui_mask_w, &Brief_ui_mask_h );
Brief_ui_window.tooltip_handler = brief_tooltip_handler;
common_buttons_init(&Brief_ui_window);
brief_buttons_init();
// if multiplayer, initialize a few other systems
if(Game_mode & GM_MULTIPLAYER){
// again, should not be necessary, but we'll leave it for now
chatbox_create();
// force the chatbox to be small
chatbox_force_small();
}
// set up the screen regions
brief_init_screen(Brief_multiplayer);
// init briefing specific UI
brief_ui_init();
// init the briefing map
brief_init_map();
// init the briefing voice playback
brief_voice_init();
brief_voice_load_all();
// init objectives display stuff
ML_objectives_init(Brief_goals_coords[gr_screen.res][BRIEF_X_COORD], Brief_goals_coords[gr_screen.res][BRIEF_Y_COORD], Brief_goals_coords[gr_screen.res][BRIEF_W_COORD], Brief_goals_coords[gr_screen.res][BRIEF_H_COORD]);
// set the camera target
if ( Briefing->num_stages > 0 ) {
brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
brief_reset_icons(Current_brief_stage);
}
Brief_playing_fade_sound = 0;
Brief_mouse_up_flag = 0;
Closeup_font_height = gr_get_font_height();
Closeup_icon = NULL;
Brief_inited = TRUE;
}
// -------------------------------------------------------------------------------------
// brief_render_closeup_text()
//
//
#define CLOSEUP_TEXT_OFFSET 10
void brief_render_closeup_text()
{
/*
brief_icon *bi;
char line[MAX_ICON_TEXT_LINE_LEN];
int n_lines, i, render_x, render_y;
int n_chars[MAX_ICON_TEXT_LINES];
char *p_str[MAX_ICON_TEXT_LINES];
if ( Closeup_icon == NULL ) {
Int3();
return;
}
bi = Closeup_icon;
render_x = Closeup_region[0];
render_y = Closeup_region[1] + CLOSEUP_IMG_H;
gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
gr_set_color_fast(&Color_white);
// n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
Assert(n_lines != -1);
for ( i = 0; i < n_lines; i++ ) {
Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
strncpy(line, p_str[i], n_chars[i]);
line[n_chars[i]] = 0;
gr_printf(0,0+i*Closeup_font_height,line);
}
*/
}
// -------------------------------------------------------------------------------------
// brief_render_closeup()
//
//
void brief_render_closeup(int ship_class, float frametime)
{
matrix view_orient = IDENTITY_MATRIX;
matrix temp_matrix;
float ang;
int w,h;
if (ship_class < 0)
return;
if (Closeup_bitmap < 0)
return;
ang = PI2 * frametime/Closeup_one_revolution_time;
if ( ang > MAX_ANG_CHG )
ang = MAX_ANG_CHG;
Closeup_angles.h += ang;
if ( Closeup_angles.h > PI2 )
Closeup_angles.h -= PI2;
vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
Closeup_orient = temp_matrix;
w = Closeup_region[gr_screen.res][2];
h = Closeup_region[gr_screen.res][3];
gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
g3_start_frame(1);
g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
if (!Cmdline_nohtl) {
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
model_clear_instance( Closeup_icon->modelnum );
model_set_detail_level(0);
int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
// maybe switch off nebula rendering
if(is_neb){
The_mission.flags &= ~MISSION_FLAG_FULLNEB;
}
int model_render_flags;
if ( Closeup_icon->type == ICON_JUMP_NODE) {
model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
} else {
model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
}
model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
if (is_neb) {
The_mission.flags |= MISSION_FLAG_FULLNEB;
}
if (!Cmdline_nohtl)
{
gr_end_view_matrix();
gr_end_proj_matrix();
}
g3_end_frame();
gr_set_color_fast(&Color_bright_white);
gr_string(0x8000,2,Closeup_icon->closeup_label,false);
// brief_render_closeup_text();
Closeup_close_button.enable();
Closeup_close_button.unhide();
gr_reset_clip();
}
// -------------------------------------------------------------------------------------
// brief_render()
//
// frametime is in seconds
void brief_render(float frametime)
{
int z, w, h;
if ( Num_brief_stages <= 0 ) {
gr_set_color_fast(&Color_white);
Assert( Game_current_mission_filename != NULL );
gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
#ifndef NDEBUG
gr_get_string_size(&w, &h, The_mission.name);
gr_set_color_fast(&Color_normal);
gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
#endif
return;
}
gr_set_bitmap(Brief_grid_bitmap);
gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
brief_render_map(Current_brief_stage, frametime);
// draw the frame bitmaps
gr_set_bitmap(Brief_text_bitmap);
gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
// only try to render text and play audio if there is really something here - taylor
if (Briefing->num_stages > 0) {
z = brief_render_text(Top_brief_text_line, Brief_text_coords[gr_screen.res][0], Brief_text_coords[gr_screen.res][1], Brief_text_coords[gr_screen.res][3], frametime);
if (z) {
brief_voice_play(Current_brief_stage);
}
// maybe output the "more" indicator
if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line) < Num_brief_text_lines[0] ) {
// can be scrolled down
int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
gr_set_color_fast(&Color_black);
gr_rect(more_txt_x-2, more_txt_y, w+3, h);
gr_set_color_fast(&Color_red);
gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
}
}
brief_maybe_blit_scene_cut(frametime);
#if !defined(NDEBUG) || defined(INTERPLAYQA)
gr_set_color_fast(&Color_normal);
int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
gr_printf(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]-title_y_offset, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
#endif
// output mission title
gr_set_color_fast(&Color_bright_white);
if (Game_mode & GM_MULTIPLAYER) {
char buf[256];
strncpy(buf, The_mission.name, 256);
gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
} else {
gr_get_string_size(&w, NULL, The_mission.name);
gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
}
// maybe do objectives
if (Current_brief_stage == Briefing->num_stages) {
ML_objectives_do_frame(0);
}
}
// -------------------------------------------------------------------------------------
// brief_set_closeup_pos()
//
//
#define CLOSEUP_OFFSET 20
void brief_set_closeup_pos(brief_icon *bi)
{
Closeup_y1 = 10;
Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
}
void brief_get_closeup_ship_modelnum(brief_icon *ci)
{
object *objp;
ship *sp;
// find the model number for the ship to display
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
continue;
}
sp = &Ships[objp->instance];
if ( sp->ship_info_index == ci->ship_class ) {
ci->ship_class = sp->ship_info_index;
ci->modelnum = Ship_info[sp->ship_info_index].model_num;
ci->radius = objp->radius;
break;
}
}
}
// -------------------------------------------------------------------------------------
// brief_setup_closeup()
//
// exit: 0 => set-up icon sucessfully
// -1 => could not setup closeup icon
int brief_setup_closeup(brief_icon *bi)
{
char pof_filename[NAME_LENGTH];
ship_info *sip=NULL;
vec3d tvec;
Closeup_icon = bi;
Closeup_icon->ship_class = bi->ship_class;
Closeup_icon->modelnum = -1;
Closeup_one_revolution_time = ONE_REV_TIME;
switch(Closeup_icon->type) {
case ICON_PLANET:
Closeup_icon = NULL;
return -1;
/*
strcpy(pof_filename, NOX("planet.pof"));
strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
Closeup_zoom = 0.5f;
Closeup_one_revolution_time = ONE_REV_TIME * 3;
*/
break;
case ICON_ASTEROID_FIELD:
strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_LARGE].pof_files[0]);
strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
Closeup_zoom = 0.5f;
break;
case ICON_JUMP_NODE:
strcpy(pof_filename, NOX("subspacenode.pof"));
strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
Closeup_zoom = 0.5f;
Closeup_one_revolution_time = ONE_REV_TIME * 3;
break;
case ICON_UNKNOWN:
case ICON_UNKNOWN_WING:
strcpy(pof_filename, NOX("unknownship.pof"));
strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
Closeup_zoom = 0.5f;
break;
default:
brief_get_closeup_ship_modelnum(Closeup_icon);
Assert( Closeup_icon->ship_class != -1 );
sip = &Ship_info[Closeup_icon->ship_class];
strcpy(Closeup_icon->closeup_label,sip->name);
// cut any text off after (and including) '#' char
end_string_at_first_hash_symbol(Closeup_icon->closeup_label);
// Goober5000 - wcsaga doesn't want this
if (!Cmdline_wcsaga && sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN))
{
strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
}
break;
}
if ( Closeup_icon->modelnum == -1 ) {
if ( sip == NULL ) {
Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
} else {
Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
}
Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
}
vm_set_identity(&Closeup_orient);
vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
Closeup_orient.vec.fvec = tvec;
vm_vec_zero(&Closeup_pos);
Closeup_angles.p = 0.0f;
Closeup_angles.b = 0.0f;
Closeup_angles.h = PI;
brief_set_closeup_pos(bi);
if ( sip ) {
Closeup_cam_pos = sip->closeup_pos;
Closeup_zoom = sip->closeup_zoom;
}
return 0;
}
// -------------------------------------------------------------------------------------
// brief_update_closeup_icon()
//
// input: mode => how to update the closeup view
// 0 -> disable
//
void brief_update_closeup_icon(int mode)
{
brief_stage *bs;
brief_icon *bi;
int i, closeup_index;
if ( mode == 0 ) {
// mode 0 means disable the closeup icon
if ( Closeup_icon != NULL ) {
brief_turn_off_closeup_icon();
}
return;
}
if ( Closeup_icon == NULL )
return;
bs = &Briefing->stages[Current_brief_stage];
closeup_index = -1;
// see if any icons are being highlighted this stage
for ( i = 0; i < bs->num_icons; i++ ) {
bi = &bs->icons[i];
if ( bi->flags & BI_HIGHLIGHT ) {
closeup_index = i;
break;
}
}
if ( closeup_index != -1 ) {
bi = &bs->icons[closeup_index];
brief_setup_closeup(bi);
}
else {
Closeup_icon = NULL;
}
}
// -------------------------------------------------------------------------------------
// brief_check_for_anim()
//
//
void brief_check_for_anim()
{
int mx, my, i, iw, ih, x, y;
brief_stage *bs;
brief_icon *bi = NULL;
bs = &Briefing->stages[Current_brief_stage];
mouse_get_pos_unscaled( &mx, &my );
// if mouse click is over the VCR controls, don't launch an icon
// FIXME - should prolly push these into defines instead of hardcoding this
// if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
// return;
// }
// same as above but without the hardcoded values, which were wrong anyway. don't know
// how this will work longterm but will hopefully keep things working well - taylor
for (i = 0; i <= BRIEF_BUTTON_FIRST_STAGE; i++) {
Brief_buttons[gr_screen.res][i].button.get_dimensions(&x, &y, &iw, &ih);
if (mx >= x && mx <= (x+iw) && my >= y && my <= (y+ih)) {
return;
}
}
// if mouse coords are outside the briefing screen, then go away
my -= bscreen.map_y1;
mx -= bscreen.map_x1;
if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
return;
for ( i = 0; i < bs->num_icons; i++ ) {
bi = &bs->icons[i];
brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
if ( mx < bi->x ) continue;
if ( mx > (bi->x + iw) ) continue;
if ( my < bi->y ) continue;
if ( my > (bi->y + ih) ) continue;
// if we've got here, must be a hit
break;
}
if ( i == bs->num_icons ) {
brief_turn_off_closeup_icon();
return;
}
if ( brief_setup_closeup(bi) == 0 ) {
gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
}
}
// maybe flash a button if player hasn't done anything for a while
void brief_maybe_flash_button()
{
UI_BUTTON *b;
if ( Num_brief_stages <= 0 )
return;
if ( Closeup_icon != NULL ) {
common_flash_button_init();
return;
}
if ( common_flash_bright() ) {
if ( Current_brief_stage == (Num_brief_stages-1) ) {
// AL 4-4-98: Don't flash ship selection button on briefing in demo build
#ifdef FS2_DEMO
return;
#else
// AL 30-3-98: Don't flash ship selection button if in a training mission,
if ( brief_only_allow_briefing() ) {
return;
}
b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
#endif
} else {
b = &Brief_buttons[gr_screen.res][1].button; // next stage button
}
if ( b->button_hilighted() ) {
common_flash_button_init();
} else {
b->draw_forced(1);
}
}
}
// -------------------------------------------------------------------------------------
// brief_do_frame()
//
// frametime is in seconds
//
void brief_do_frame(float frametime)
{
int k, brief_choice;
if ( red_alert_mission() ) {
return;
}
if ( !Brief_inited ){
brief_init();
}
// commit if skipping briefing, but not in multi - Goober5000
if (!(Game_mode & GM_MULTIPLAYER))
{
if (The_mission.flags & MISSION_FLAG_NO_BRIEFING)
{
commit_pressed();
return;
}
}
int snazzy_action = -1;
brief_choice = snazzy_menu_do(Brief_ui_mask_data, Brief_ui_mask_w, Brief_ui_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
k = common_select_do(frametime);
if ( Closeup_icon ) {
Brief_mouse_up_flag = 0;
}
if ( help_overlay_active(BR_OVERLAY) ) {
common_flash_button_init();
brief_turn_off_closeup_icon();
}
// Check common keypresses
common_check_keys(k);
#ifndef NDEBUG
int cam_change = 0;
#endif
if ( Briefing->num_stages > 0 ) {
// check for special keys
switch(k) {
#ifndef NDEBUG
case KEY_CTRLED | KEY_PAGEUP: {
if (Closeup_icon->ship_class) {
Closeup_icon->ship_class--;
ship_info *sip = &Ship_info[Closeup_icon->ship_class];
if (sip->model_num < 0)
sip->model_num = model_load(sip->pof_file, 0, NULL);
mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
mprintf(("Modelnum = %d (%s)\n", sip->model_num, sip->pof_file));
brief_setup_closeup(Closeup_icon);
}
break;
}
case KEY_CTRLED | KEY_PAGEDOWN: {
if (Closeup_icon->ship_class < Num_ship_classes - 1) {
Closeup_icon->ship_class++;
ship_info *sip = &Ship_info[Closeup_icon->ship_class];
if (sip->model_num < 0)
sip->model_num = model_load(sip->pof_file, 0, NULL);
mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
mprintf(("Modelnum = %d (%s)\n", sip->model_num, sip->pof_file));
brief_setup_closeup(Closeup_icon);
}
break;
}
case KEY_A:
Closeup_cam_pos.xyz.z += 1;
cam_change = 1;
break;
case KEY_A + KEY_SHIFTED:
Closeup_cam_pos.xyz.z += 10;
cam_change = 1;
break;
case KEY_Z:
Closeup_cam_pos.xyz.z -= 1;
cam_change = 1;
break;
case KEY_Z + KEY_SHIFTED:
Closeup_cam_pos.xyz.z -= 10;
cam_change = 1;
break;
case KEY_Y:
Closeup_cam_pos.xyz.y += 1;
cam_change = 1;
break;
case KEY_Y + KEY_SHIFTED:
Closeup_cam_pos.xyz.y += 10;
cam_change = 1;
break;
case KEY_H:
Closeup_cam_pos.xyz.y -= 1;
cam_change = 1;
break;
case KEY_H + KEY_SHIFTED:
Closeup_cam_pos.xyz.y -= 10;
cam_change = 1;
break;
case KEY_COMMA:
Closeup_zoom -= 0.1f;
if ( Closeup_zoom < 0.1 )
Closeup_zoom = 0.1f;
cam_change = 1;
break;
case KEY_COMMA+KEY_SHIFTED:
Closeup_zoom -= 0.5f;
if ( Closeup_zoom < 0.1 )
Closeup_zoom = 0.1f;
cam_change = 1;
break;
case KEY_PERIOD:
Closeup_zoom += 0.1f;
cam_change = 1;
break;
case KEY_PERIOD+KEY_SHIFTED:
Closeup_zoom += 0.5f;
cam_change = 1;
break;
#endif
case 1000: // need this to avoid warning about no case
break;
default:
break;
} // end switch
}
#ifndef NDEBUG
if ( cam_change ) {
nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
}
#endif
if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
Brief_mouse_up_flag = 0;
brief_choice = -1;
}
common_check_buttons();
// if ( Briefing->num_stages > 0 )
brief_check_buttons();
if ( brief_choice != -1 ) {
Brief_mouse_up_flag = 0;
}
gr_reset_clip();
common_render(frametime);
if ( Current_brief_stage < (Num_brief_stages-1) ) {
if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
brief_do_next_pressed(0);
common_flash_button_init();
Brief_last_auto_advance = timer_get_milliseconds();
}
}
if ( !Background_playing ) {
int time = -1;
int check_jump_flag = 1;
if ( Current_brief_stage != Last_brief_stage ) {
// Check if we have a quick transition pending
if ( Quick_transition_stage != -1 ) {
Quick_transition_stage = -1;
brief_reset_last_new_stage();
time = 0;
check_jump_flag = 0;
}
if ( check_jump_flag ) {
if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
Quick_transition_stage = Current_brief_stage;
Current_brief_stage = Last_brief_stage;
Assert(Current_brief_stage >= 0);
Start_fade_up_anim = 1;
goto Transition_done;
}
}
if ( time != 0 ) {
if ( Current_brief_stage > Last_brief_stage ) {
if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
Quick_transition_stage = Current_brief_stage;
Current_brief_stage = Last_brief_stage;
Assert(Current_brief_stage >= 0);
Start_fade_up_anim = 1;
goto Transition_done;
} else {
time = Briefing->stages[Current_brief_stage].camera_time;
}
}
else {
if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
Quick_transition_stage = Current_brief_stage;
Current_brief_stage = Last_brief_stage;
Assert(Current_brief_stage >= 0);
Start_fade_up_anim = 1;
goto Transition_done;
} else {
time = Briefing->stages[Last_brief_stage].camera_time;
}
}
}
brief_voice_stop(Last_brief_stage);
fsspeech_stop();
if ( Current_brief_stage < 0 ) {
Int3();
Current_brief_stage=0;
}
// set the camera target
brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
&Briefing->stages[Current_brief_stage].camera_orient,
time, Current_brief_stage);
Brief_playing_fade_sound = 0;
Last_brief_stage = Current_brief_stage;
brief_reset_icons(Current_brief_stage);
brief_update_closeup_icon(0);
}
Transition_done:
if ( Brief_mouse_up_flag && !Closeup_icon) {
brief_check_for_anim();
}
brief_render(frametime);
brief_camera_move(frametime, Current_brief_stage);
if (Closeup_icon && (Closeup_bitmap >= 0)) {
// blit closeup background
gr_set_bitmap(Closeup_bitmap);
gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
}
Brief_ui_window.draw();
brief_redraw_pressed_buttons();
common_render_selected_screen_button();
if (Closeup_icon) {
brief_render_closeup(Closeup_icon->ship_class, frametime);
}
// render some extra stuff in multiplayer
if (Game_mode & GM_MULTIPLAYER) {
// should render this last so that it overlaps all controls
chatbox_render();
// render the status indicator for the voice system
multi_common_voice_display_status();
// blit the "ships/players" locked button
// multi_ts_blit_locked_button();
// maybe blit the multiplayer "locked" button
// if its locked, everyone blits it as such
if(multi_ts_is_locked()){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
}
// anyone who can't hit the button sees it off, otherwise
else {
if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
} else {
Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
}
}
}
}
// maybe flash a button if player hasn't done anything for a while
brief_maybe_flash_button();
// blit help overlay if active
help_overlay_maybe_blit(BR_OVERLAY);
gr_flip();
// If the commit button was pressed, do the commit button actions. Done at the end of the
// loop so there isn't a skip in the animation (since ship_create() can take a long time if
// the ship model is not in memory
if (Commit_pressed) {
if (Game_mode & GM_MULTIPLAYER) {
multi_ts_commit_pressed();
} else {
commit_pressed();
}
Commit_pressed = 0;
}
}
// --------------------------------------------------------------------------------------
// brief_unload_bitmaps()
//
//
void brief_unload_bitmaps()
{
if ( Brief_text_bitmap != -1 ) {
bm_release(Brief_text_bitmap);
Brief_text_bitmap = -1;
}
if(Brief_grid_bitmap != -1){
bm_release(Brief_grid_bitmap);
Brief_grid_bitmap = -1;
}
if ( Brief_multitext_bitmap != -1 ) {
bm_release(Brief_multitext_bitmap);
Brief_multitext_bitmap = -1;
}
if ( Brief_background_bitmap != -1 ) {
bm_release(Brief_background_bitmap);
Brief_background_bitmap = -1;
}
help_overlay_unload(BR_OVERLAY);
}
// ------------------------------------------------------------------------------------
// brief_close()
//
//
void brief_close()
{
if ( Brief_inited == FALSE ) {
nprintf(("Warning","brief_close() returning without doing anything\n"));
return;
}
nprintf(("Alan", "Entering brief_close()\n"));
ML_objectives_close();
fsspeech_stop();
// unload the audio streams used for voice playback
brief_voice_unload_all();
if(Fade_anim.first_frame > -1) {
bm_unload(Fade_anim.first_frame);
}
Brief_ui_window.destroy();
// unload the bitmaps
brief_unload_bitmaps();
brief_common_close();
Briefing_paused = 0;
Brief_inited = FALSE;
}
void briefing_stop_music()
{
if ( Briefing_music_handle != -1 ) {
audiostream_close_file(Briefing_music_handle, 1);
Briefing_music_handle = -1;
}
}
void briefing_load_music(char* fname)
{
if ( Cmdline_freespace_no_music ) {
return;
}
if ( Briefing_music_handle != -1 )
return;
if ( fname )
Briefing_music_handle = audiostream_open( fname, ASF_MENUMUSIC );
}
void briefing_start_music()
{
if ( Briefing_music_handle != -1 ) {
if ( !audiostream_is_playing(Briefing_music_handle) )
audiostream_play(Briefing_music_handle, Master_event_music_volume, 1);
}
else {
nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
}
}
void brief_stop_voices()
{
brief_voice_stop(Current_brief_stage);
}
void brief_pause()
{
if (Briefing_paused)
return;
Briefing_paused = 1;
if (Briefing_music_handle >= 0) {
audiostream_pause(Briefing_music_handle);
}
brief_voice_pause(Current_brief_stage);
}
void brief_unpause()
{
if (!Briefing_paused)
return;
Briefing_paused = 0;
if (Briefing_music_handle >= 0) {
audiostream_unpause(Briefing_music_handle);
}
brief_voice_unpause(Current_brief_stage);
}
void brief_maybe_blit_scene_cut(float frametime)
{
if(Fade_anim.first_frame < 0)
{
if(Start_fade_up_anim)
{
Fade_anim.time_elapsed = 0.0f;
Start_fade_up_anim = 0;
Start_fade_down_anim = 1;
Current_brief_stage = Quick_transition_stage;
if ( Current_brief_stage < 0 ) {
brief_transition_reset();
Current_brief_stage = Last_brief_stage;
}
}
if(Start_fade_down_anim)
{
Fade_anim.time_elapsed = 0.0f;
Start_fade_up_anim = 0;
Start_fade_down_anim = 0;
}
return;
}
if ( Start_fade_up_anim ) {
int framenum;
Fade_anim.time_elapsed += frametime;
if ( !Brief_playing_fade_sound ) {
gamesnd_play_iface(SND_BRIEFING_STATIC);
Brief_playing_fade_sound = 1;
}
if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
Fade_anim.time_elapsed = 0.0f;
Start_fade_up_anim = 0;
Start_fade_down_anim = 1;
Current_brief_stage = Quick_transition_stage;
if ( Current_brief_stage < 0 ) {
brief_transition_reset();
Current_brief_stage = Last_brief_stage;
}
Assert(Current_brief_stage >= 0);
goto Fade_down_anim_start;
}
// draw the correct frame of animation
framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
if ( framenum < 0 )
framenum = 0;
if ( framenum >= Fade_anim.num_frames )
framenum = Fade_anim.num_frames-1;
// Blit the bitmap for this frame
gr_set_bitmap(Fade_anim.first_frame + framenum);
gr_bitmap(Fade_anim.sx, Fade_anim.sy);
}
Fade_down_anim_start:
if ( Start_fade_down_anim ) {
int framenum;
Fade_anim.time_elapsed += frametime;
if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
Fade_anim.time_elapsed = 0.0f;
Start_fade_up_anim = 0;
Start_fade_down_anim = 0;
return;
}
// draw the correct frame of animation
framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
if ( framenum < 0 )
framenum = 0;
if ( framenum >= Fade_anim.num_frames )
framenum = Fade_anim.num_frames-1;
// Blit the bitmap for this frame
gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
gr_bitmap(Fade_anim.sx, Fade_anim.sy);
}
}
void brief_transition_reset()
{
Quick_transition_stage = -1;
Start_fade_up_anim = 0;
Start_fade_down_anim = 0;
Fade_anim.time_elapsed = 0.0f;
}
// return 1 if this mission only allow players to use the briefing (and not ship or
// weapon loadout). Otherwise return 0.
int brief_only_allow_briefing()
{
if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
return 1;
}
if ( The_mission.flags & (MISSION_FLAG_SCRAMBLE | MISSION_FLAG_RED_ALERT) ) {
return 1;
}
return 0;
}