Files
fs2open.github.com/code/missionui/missionscreencommon.cpp
T
Goober5000 6a550a6701 additional music checks
This adds several fixes to make the event and menu music more robust:
1. The game will now run with zero soundtracks.  All accesses into a potentially empty vector should now have checks.
2. Soundtracks and menu music are now checked for validity before being played (not just when importing a FSM mission).
3. The parsing validity checks and the in-game event music now check for skippable patterns using the same function.
4. Zero measures and zero samples-per-measure now cause the game to skip a pattern.  Negative values now trigger a warning.
5. Omitting some or all of the `$Name:` lines for a soundtrack will not cause an assert.

Fixes #5576.  Follow-up to #5572.
2023-08-25 19:22:03 -04:00

1970 lines
56 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <climits> // this is need even when not building debug!!
#include <type_traits>
#include "anim/animplay.h"
#include "cutscene/cutscenes.h"
#include "cutscene/movie.h"
#include "gamehelp/contexthelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "globalincs/vmallocator.h"
#include "graphics/2d.h"
#include "graphics/color.h"
#include "graphics/light.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "hud/hudwingmanstatus.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "missionui/chatbox.h"
#include "missionui/missionbrief.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "missionui/missionweaponchoice.h"
#include "network/multi.h"
#include "network/multi_endgame.h"
#include "network/multimsgs.h"
#include "network/multiteamselect.h"
#include "network/multiutil.h"
#include "parse/sexp.h"
#include "popup/popup.h"
#include "render/3d.h"
#include "render/batching.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "ship/ship.h"
#include "ui/uidefs.h"
#include "weapon/weapon.h"
//////////////////////////////////////////////////////////////////
// Game Globals
//////////////////////////////////////////////////////////////////
int Common_select_inited = 0;
// Dependent on when mouse button goes up
int Drop_icon_mflag, Drop_on_wing_mflag, Brief_mouse_up_flag;
int Mouse_down_last_frame = 0;
// Timers used to flash buttons after timeouts
#define MSC_FLASH_AFTER_TIME 60000 // time before flashing a button
#define MSC_FLASH_INTERVAL 200 // time between flashes
UI_TIMESTAMP Flash_timer; // timestamp used to start flashing
UI_TIMESTAMP Flash_toggle; // timestamp used to toggle flashing
int Flash_bright; // state of button to flash
//////////////////////////////////////////////////////////////////
// Global to modulde
//////////////////////////////////////////////////////////////////
int Current_screen;
int Next_screen;
static int InterfacePaletteBitmap = -1; // PCX file that holds the interface palette
color Icon_colors[NUM_ICON_FRAMES];
shader Icon_shaders[NUM_ICON_FRAMES];
loadout_data Player_loadout; // what the ship and weapon loadout is... used since we want to use the
// same loadout if the mission is played again
//wss_unit Wss_slots[MAX_WSS_SLOTS]; // slot data struct
//int Wl_pool[MAX_WEAPON_TYPES]; // weapon pool
//int Ss_pool[MAX_SHIP_CLASSES]; // ship pool
//int Wss_num_wings; // number of player wings
wss_unit Wss_slots_teams[MAX_TVT_TEAMS][MAX_WSS_SLOTS];
int Wl_pool_teams[MAX_TVT_TEAMS][MAX_WEAPON_TYPES];
int Ss_pool_teams[MAX_TVT_TEAMS][MAX_SHIP_CLASSES];
int Wss_num_wings_teams[MAX_TVT_TEAMS];
wss_unit *Wss_slots = NULL;
int *Wl_pool = NULL;
int *Ss_pool = NULL;
int Wss_num_wings;
//////////////////////////////////////////////////////////////////
// Externs
//////////////////////////////////////////////////////////////////
extern void ss_set_team_pointers(int team);
extern void ss_reset_team_pointers();
extern void wl_set_team_pointers(int team);
extern void wl_reset_team_pointers();
extern void ss_reset_selected_ship();
//////////////////////////////////////////////////////////////////
// UI
//////////////////////////////////////////////////////////////////
UI_WINDOW *Active_ui_window;
brief_common_buttons Common_buttons[3][GR_NUM_RESOLUTIONS][NUM_COMMON_BUTTONS] = {
{ // UGH
{ // GR_640
brief_common_buttons("CB_00", 7, 3, 37, 7, 0),
brief_common_buttons("CB_01", 7, 19, 37, 23, 1),
brief_common_buttons("CB_02", 7, 35, 37, 39, 2),
brief_common_buttons("CB_05", 571, 425, 572, 413, 5),
brief_common_buttons("CB_06", 533, 425, 500, 440, 6),
brief_common_buttons("CB_07", 533, 455, 479, 464, 7),
},
{ // GR_1024
brief_common_buttons("2_CB_00", 12, 5, 59, 12, 0),
brief_common_buttons("2_CB_01", 12, 31, 59, 37, 1),
brief_common_buttons("2_CB_02", 12, 56, 59, 62, 2),
brief_common_buttons("2_CB_05", 914, 681, 937, 671, 5),
brief_common_buttons("2_CB_06", 854, 681, 822, 704, 6),
brief_common_buttons("2_CB_07", 854, 724, 800, 743, 7),
}
},
{ // UGH
{ // GR_640
brief_common_buttons("CB_00", 7, 3, 37, 7, 0),
brief_common_buttons("CB_01", 7, 19, 37, 23, 1),
brief_common_buttons("CB_02", 7, 35, 37, 39, 2),
brief_common_buttons("CB_05", 571, 425, 572, 413, 5),
brief_common_buttons("CB_06", 533, 425, 500, 440, 6),
brief_common_buttons("CB_07", 533, 455, 479, 464, 7),
},
{ // GR_1024
brief_common_buttons("2_CB_00", 12, 5, 59, 12, 0),
brief_common_buttons("2_CB_01", 12, 31, 59, 37, 1),
brief_common_buttons("2_CB_02", 12, 56, 59, 62, 2),
brief_common_buttons("2_CB_05", 914, 681, 937, 671, 5),
brief_common_buttons("2_CB_06", 854, 681, 822, 704, 6),
brief_common_buttons("2_CB_07", 854, 724, 800, 743, 7),
}
},
{ // UGH
{ // GR_640
brief_common_buttons("CB_00", 7, 3, 37, 7, 0),
brief_common_buttons("CB_01", 7, 19, 37, 23, 1),
brief_common_buttons("CB_02", 7, 35, 37, 39, 2),
brief_common_buttons("CB_05", 571, 425, 572, 413, 5),
brief_common_buttons("CB_06", 533, 425, 500, 440, 6),
brief_common_buttons("CB_07", 533, 455, 479, 464, 7),
},
{ // GR_1024
brief_common_buttons("2_CB_00", 12, 5, 59, 12, 0),
brief_common_buttons("2_CB_01", 12, 31, 59, 37, 1),
brief_common_buttons("2_CB_02", 12, 56, 59, 62, 2),
brief_common_buttons("2_CB_05", 914, 681, 937, 671, 5),
brief_common_buttons("2_CB_06", 854, 681, 822, 704, 6),
brief_common_buttons("2_CB_07", 854, 724, 800, 743, 7),
}
}
};
#define COMMON_BRIEFING_BUTTON 0
#define COMMON_SS_BUTTON 1
#define COMMON_WEAPON_BUTTON 2
#define COMMON_COMMIT_BUTTON 3
#define COMMON_HELP_BUTTON 4
#define COMMON_OPTIONS_BUTTON 5
int Background_playing; // Flag to indicate background animation is playing
static anim *Background_anim; // Ids for the anim data that is loaded
// value for which Team_data entry to use
int Common_team;
// Ids for the instance of the anim that is playing
//static anim_instance *Background_anim_instance;
int Wing_slot_empty_bitmap;
int Wing_slot_disabled_bitmap;
// prototypes
int wss_slots_all_empty();
// Display the no ships selected error
void common_show_no_ship_error()
{
popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "At least one ship must be selected before proceeding to weapons loadout", 460));
}
// Check the status of the buttons common to the loadout screens
void common_check_buttons()
{
int i;
UI_BUTTON *b;
for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
if ( b->pressed() ) {
common_button_do(i);
}
}
/*
// AL 11-23-97: let a joystick button press commit
if ( joy_down_count(0) || joy_down_count(1) ) {
Commit_pressed = 1;
}
*/
}
// -------------------------------------------------------------------
// common_redraw_pressed_buttons()
//
// Redraw any common 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 common_redraw_pressed_buttons()
{
int i;
UI_BUTTON *b;
for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
if ( b->button_down() ) {
b->draw_forced(2);
}
}
}
void common_buttons_maybe_reload(UI_WINDOW * /*ui_window*/)
{
UI_BUTTON *b;
int i;
for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
b->set_bmaps(Common_buttons[Current_screen-1][gr_screen.res][i].filename);
}
}
void common_buttons_init(UI_WINDOW *ui_window)
{
UI_BUTTON *b;
int i;
for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
b->create( ui_window, "", Common_buttons[Current_screen-1][gr_screen.res][i].x, Common_buttons[Current_screen-1][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 );
b->set_bmaps(Common_buttons[Current_screen-1][gr_screen.res][i].filename);
b->link_hotspot(Common_buttons[Current_screen-1][gr_screen.res][i].hotspot);
}
// add some text
ui_window->add_XSTR("Briefing", 1504, Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].button, UI_XSTR_COLOR_GREEN);
ui_window->add_XSTR("Ship Selection", 1067, Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].button, UI_XSTR_COLOR_GREEN);
ui_window->add_XSTR("Weapon Loadout", 1068, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].button, UI_XSTR_COLOR_GREEN);
ui_window->add_XSTR("Commit", 1062, Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].button, UI_XSTR_COLOR_PINK);
ui_window->add_XSTR("Help", 928, Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
ui_window->add_XSTR("Options", 1036, Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
common_reset_buttons();
Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED+KEY_ENTER);
Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button.set_hotkey(KEY_F1);
Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button.set_hotkey(KEY_F2);
// for scramble or training missions, disable the ship/weapon selection regions
if ( brief_only_allow_briefing() ) {
Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_REGION].button.disable();
Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_REGION].button.disable();
}
}
// Try to load background bitmaps as appropriate
int mission_ui_background_load(const char *custom_background, const char *single_background, const char *multi_background)
{
int background_bitmap = -1;
if (custom_background && (*custom_background != '\0'))
{
background_bitmap = bm_load(custom_background);
if (background_bitmap < 0)
mprintf(("Failed to load custom background bitmap %s!\n", custom_background));
}
// if special background failed to load, or if no special background was supplied, load the standard bitmap
if (background_bitmap < 0)
{
if (multi_background && (Game_mode & GM_MULTIPLAYER))
background_bitmap = bm_load(multi_background);
else
background_bitmap = bm_load(single_background);
}
// return what we've got
return background_bitmap;
}
void set_active_ui(UI_WINDOW *ui_window)
{
Active_ui_window = ui_window;
}
const char *common_music_get_filename(int score_index)
{
if (Cmdline_freespace_no_music) {
return "";
}
Assertion(score_index >= 0 && score_index < NUM_SCORES, "Invalid score index %d.", score_index);
if (Mission_music[score_index] < 0) {
if (!Spooled_music.empty()) {
Mission_music[score_index] = 0;
nprintf(("Sound",
"No briefing music is selected, so play first briefing track: %s\n",
Spooled_music[Mission_music[score_index]].name));
} else {
return "";
}
}
return Spooled_music[Mission_music[score_index]].filename;
}
void common_music_init(int score_index)
{
const auto file_name = common_music_get_filename(score_index);
if (file_name[0] == '\0') {
return;
}
briefing_load_music(file_name);
// Use this id to trigger the start of music playing on the briefing screen
Briefing_music_begin_timestamp = ui_timestamp(BRIEFING_MUSIC_DELAY);
}
void common_music_do()
{
if ( Cmdline_freespace_no_music ) {
return;
}
// Use this id to trigger the start of music playing on the briefing screen
if ( ui_timestamp_elapsed(Briefing_music_begin_timestamp) ) {
Briefing_music_begin_timestamp = UI_TIMESTAMP::invalid();
briefing_start_music();
}
}
void common_music_close()
{
if ( Cmdline_freespace_no_music ) {
return;
}
if ( Spooled_music.empty() )
return;
briefing_stop_music(true);
}
int common_num_cutscenes_valid(int movie_type)
{
int num_valid_cutscenes = 0;
for (uint i = 0; i < The_mission.cutscenes.size(); i++) {
if (movie_type == The_mission.cutscenes[i].type) {
if (!eval_sexp( The_mission.cutscenes[i].formula )) {
continue;
}
num_valid_cutscenes++;
}
}
return num_valid_cutscenes;
}
void common_maybe_play_cutscene(int movie_type, bool restart_music, int music)
{
bool music_off = false;
for (uint i = 0; i < The_mission.cutscenes.size(); i++) {
if (movie_type == The_mission.cutscenes[i].type) {
if (!eval_sexp( The_mission.cutscenes[i].formula )) {
continue;
}
if ( strlen(The_mission.cutscenes[i].filename) ) {
common_music_close();
music_off = true;
movie::play(The_mission.cutscenes[i].filename); //Play the movie!
cutscene_mark_viewable( The_mission.cutscenes[i].filename );
}
}
}
if (music_off && restart_music) {
common_music_init(music);
}
}
void common_play_cutscene(const char* filename, bool restart_music, int music)
{
bool music_off = false;
common_music_close();
music_off = true;
movie::play(filename); // Play the movie!
if (music_off && restart_music) {
common_music_init(music);
}
};
// function that sets the current palette to the interface palette. This function
// needs to be followed by common_free_interface_palette() to restore the game palette.
void common_set_interface_palette(const char *filename)
{
static char buf[MAX_FILENAME_LEN + 1] = {0};
if (!filename)
filename = NOX("palette01");
Assert(strlen(filename) <= MAX_FILENAME_LEN);
if ( (InterfacePaletteBitmap != -1) && !stricmp(filename, buf) )
return; // already set to this palette
strcpy_s(buf, filename);
// unload the interface bitmap from memory
if (InterfacePaletteBitmap != -1) {
bm_release(InterfacePaletteBitmap);
InterfacePaletteBitmap = -1;
}
// ugh - we don't need this anymore
/*
InterfacePaletteBitmap = bm_load(filename);
if (InterfacePaletteBitmap < 0) {
Error(LOCATION, "Could not load in \"%s\"!", filename);
}
*/
}
// release the interface palette .pcx file, and restore the game palette
void common_free_interface_palette()
{
// unload the interface bitmap from memory
if (InterfacePaletteBitmap != -1) {
bm_release(InterfacePaletteBitmap);
InterfacePaletteBitmap = -1;
}
}
// Init timers used for flashing buttons
void common_flash_button_init()
{
Flash_timer = ui_timestamp(MSC_FLASH_AFTER_TIME);
Flash_toggle = UI_TIMESTAMP::immediate();
Flash_bright = 0;
}
// determine if we should draw a button as bright
int common_flash_bright()
{
if ( ui_timestamp_elapsed(Flash_timer) ) {
if ( ui_timestamp_elapsed(Flash_toggle) ) {
Flash_toggle = ui_timestamp(MSC_FLASH_INTERVAL);
Flash_bright ^= 1;
}
}
return Flash_bright;
}
// set the necessary pointers
void common_set_team_pointers(int team)
{
Assert( (team >= 0) && (team < MAX_TVT_TEAMS) );
Wss_slots = Wss_slots_teams[team];
Ss_pool = Ss_pool_teams[team];
Wl_pool = Wl_pool_teams[team];
ss_set_team_pointers(team);
wl_set_team_pointers(team);
}
// reset the necessary pointers to defaults
void common_reset_team_pointers()
{
ss_reset_team_pointers();
wl_reset_team_pointers();
// these are done last so that we can make use of the Assert()'s in the above
// functions to make sure the screens are exited and this is safe
Wss_slots = NULL;
Ss_pool = NULL;
Wl_pool = NULL;
}
// common_select_init() will load in animations and bitmaps that are common to the
// briefing/ship select/weapon select screens. The global Common_select_inited is set
// after this function is called once, and is only cleared when common_select_close()
// is called. This prevents multiple loadings of animations/bitmaps.
//
// This function also sets the palette based on the file palette01.pcx
void common_select_init(bool API_Access)
{
if ( Common_select_inited ) {
nprintf(("Alan","common_select_init() returning without doing anything\n"));
return;
}
nprintf(("Alan","entering common_select_init()\n"));
// No anims are playing
Background_playing = 0;
Background_anim = NULL;
Current_screen = Next_screen = ON_BRIEFING_SELECT;
// load in the icons for the wing slots
load_wing_icons(NOX("iconwing01"));
Current_screen = Next_screen = ON_BRIEFING_SELECT;
Commit_pressed = 0;
Common_select_inited = 1;
// this handles the case where the player played a multiplayer game but now is in single player (in one instance
// of FreeSpace)
if(!(Game_mode & GM_MULTIPLAYER)){
chatbox_close();
}
// get the value of the team
Common_team = 0; // assume the first team -- we'll change this value if we need to
if ( (Game_mode & GM_MULTIPLAYER) && IS_MISSION_MULTI_TEAMS )
Common_team = Net_player->p_info.team;
common_set_team_pointers(Common_team);
ship_select_common_init(API_Access);
weapon_select_common_init(API_Access);
if (!API_Access) {
common_flash_button_init();
}
if ( Game_mode & GM_MULTIPLAYER ) {
multi_ts_common_init();
}
// restore loadout from Player_loadout if this is the same mission as the one previously played
if ( !(Game_mode & GM_MULTIPLAYER) ) {
if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
wss_maybe_restore_loadout();
ss_synch_interface();
wl_synch_interface();
}
}
if (!API_Access) {
ss_reset_selected_ship();
Drop_icon_mflag = 0;
Drop_on_wing_mflag = 0;
}
// init colors
gr_init_alphacolor(&Icon_colors[ICON_FRAME_NORMAL], 32, 128, 128, 255);
gr_init_alphacolor(&Icon_colors[ICON_FRAME_HOT], 48, 160, 160, 255);
gr_init_alphacolor(&Icon_colors[ICON_FRAME_SELECTED], 64, 192, 192, 255);
gr_init_alphacolor(&Icon_colors[ICON_FRAME_PLAYER], 192, 128, 64, 255);
gr_init_alphacolor(&Icon_colors[ICON_FRAME_DISABLED], 175, 175, 175, 255);
gr_init_alphacolor(&Icon_colors[ICON_FRAME_DISABLED_HIGH], 100, 100, 100, 255);
// init shaders
gr_create_shader(&Icon_shaders[ICON_FRAME_NORMAL], 32, 128, 128, 255);
gr_create_shader(&Icon_shaders[ICON_FRAME_HOT], 48, 160, 160, 255);
gr_create_shader(&Icon_shaders[ICON_FRAME_SELECTED], 64, 192, 192, 255);
gr_create_shader(&Icon_shaders[ICON_FRAME_PLAYER], 192, 128, 64, 255);
gr_create_shader(&Icon_shaders[ICON_FRAME_DISABLED], 175, 175, 175, 255);
gr_create_shader(&Icon_shaders[ICON_FRAME_DISABLED_HIGH], 100, 100, 100, 255);
}
void common_reset_buttons()
{
int i;
UI_BUTTON *b;
for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
b->reset_status();
}
switch(Current_screen) {
case ON_BRIEFING_SELECT:
Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_REGION].button.skip_first_highlight_callback();
break;
case ON_SHIP_SELECT:
Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_REGION].button.skip_first_highlight_callback();
break;
case ON_WEAPON_SELECT:
Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_REGION].button.skip_first_highlight_callback();
break;
}
}
// common_select_do() is called once per loop in the interface screens and is used
// for drawing and changing the common animations and blitting common bitmaps.
int common_select_do(float /*frametime*/)
{
int k, new_k;
if ( help_overlay_active(Briefing_overlay_id) || help_overlay_active(Ship_select_overlay_id) || help_overlay_active(Weapon_select_overlay_id) ) {
Common_buttons[0][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
Common_buttons[1][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
Common_buttons[2][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
Active_ui_window->set_ignore_gadgets(1);
} else {
Active_ui_window->set_ignore_gadgets(0);
}
k = chatbox_process();
if ( Game_mode & GM_NORMAL ) {
new_k = Active_ui_window->process(k);
} else {
new_k = Active_ui_window->process(k, 0);
}
if ( (k > 0) || (new_k > 0) || B1_JUST_RELEASED ) {
if ( help_overlay_active(Briefing_overlay_id) || help_overlay_active(Ship_select_overlay_id) || help_overlay_active(Weapon_select_overlay_id) ) {
help_overlay_set_state(Briefing_overlay_id, gr_screen.res, 0);
help_overlay_set_state(Ship_select_overlay_id, gr_screen.res, 0);
help_overlay_set_state(Weapon_select_overlay_id, gr_screen.res, 0);
Active_ui_window->set_ignore_gadgets(0);
k = 0;
new_k = 0;
}
}
// test for mouse buttons, must be done after Active_ui_window->process()
// has been called to work properly
//
Drop_icon_mflag = 0;
Drop_on_wing_mflag = 0;
Brief_mouse_up_flag = 0;
Mouse_down_last_frame = 0;
// if the left mouse button was released...
if ( B1_RELEASED ) {
Drop_icon_mflag = 1;
Drop_on_wing_mflag = 1;
}
// if the left mouse button was pressed...
if ( B1_PRESSED ) {
Mouse_down_last_frame = 1;
}
// basically a "click", only check for the click here to avoid action-on-over on briefing map
if ( B1_JUST_PRESSED ) {
Brief_mouse_up_flag = 1;
}
// reset timers for flashing buttons if key pressed
if ( (k>0) || (new_k>0) ) {
common_flash_button_init();
}
common_music_do();
/*
if ( Background_playing ) {
if ( Background_anim_instance->frame_num == BUTTON_SLIDE_IN_FRAME ) {
gamesnd_play_iface(SND_BTN_SLIDE);
}
if ( Background_anim_instance->frame_num == Background_anim_instance->stop_at ) {
// Free up the big honking background animation, since we won't be playing it again
anim_release_render_instance(Background_anim_instance);
anim_free(Background_anim);
Background_playing = 0;
Current_screen = Next_screen = ON_BRIEFING_SELECT;
}
}
*/
if ( Current_screen != Next_screen ) {
switch( Next_screen ) {
case ON_BRIEFING_SELECT:
gameseq_post_event( GS_EVENT_START_BRIEFING );
break;
case ON_SHIP_SELECT:
// go to the specialized multiplayer team/ship select screen
if(Game_mode & GM_MULTIPLAYER){
gameseq_post_event(GS_EVENT_TEAM_SELECT);
}
// go to the normal ship select screen
else {
gameseq_post_event(GS_EVENT_SHIP_SELECTION);
}
break;
case ON_WEAPON_SELECT:
if ( !wss_slots_all_empty() ) {
gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
} else {
common_show_no_ship_error();
}
break;
} // end switch
}
return new_k;
}
// -------------------------------------------------------------------------------------
// common_render()
//
void common_render(float frametime)
{
if ( !Background_playing ) {
GR_MAYBE_CLEAR_RES(Brief_background_bitmap);
gr_set_bitmap(Brief_background_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
anim_render_all(0, frametime);
anim_render_all(ON_SHIP_SELECT, frametime);
}
// -------------------------------------------------------------------------------------
// common_render_selected_screen_button()
//
// A very ugly piece of special purpose code. This is used to draw the pressed button
// frame for whatever stage of the briefing/ship select/weapons loadout we are on.
//
void common_render_selected_screen_button()
{
Common_buttons[Next_screen-1][gr_screen.res][Next_screen-1].button.draw_forced(2);
}
// -------------------------------------------------------------------------------------
// common_button_do() do the button action for the specified pressed button
//
void common_button_do(int i)
{
if ( i == COMMON_COMMIT_BUTTON ) {
Commit_pressed = 1;
return;
}
if ( Background_playing )
return;
switch ( i ) {
case COMMON_BRIEFING_BUTTON:
if ( Current_screen != ON_BRIEFING_SELECT ) {
gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
Next_screen = ON_BRIEFING_SELECT;
}
break;
case COMMON_WEAPON_BUTTON:
if ( Current_screen != ON_WEAPON_SELECT ) {
if ( !wss_slots_all_empty() ) {
gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
Next_screen = ON_WEAPON_SELECT;
} else {
common_show_no_ship_error();
}
}
break;
case COMMON_SS_BUTTON:
if ( Current_screen != ON_SHIP_SELECT ) {
gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
Next_screen = ON_SHIP_SELECT;
}
break;
case COMMON_OPTIONS_BUTTON:
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event( GS_EVENT_OPTIONS_MENU );
break;
case COMMON_HELP_BUTTON:
gamesnd_play_iface(InterfaceSounds::HELP_PRESSED);
launch_context_help();
break;
} // end switch
}
// common_check_keys() will check for keypresses common to all the interface screens.
void common_check_keys(int k)
{
switch (k) {
case KEY_ESC: {
if ( Current_screen == ON_BRIEFING_SELECT ) {
if ( brief_get_closeup_icon() != NULL ) {
brief_turn_off_closeup_icon();
break;
}
}
// prompt the host of a multiplayer game
if(Game_mode & GM_MULTIPLAYER){
multi_quit_game(PROMPT_ALL);
} else {
// go through the single player quit process
// return to the main menu
/*
int return_to_menu, pf_flags;
pf_flags = PF_USE_AFFIRMATIVE_ICON|PF_USE_NEGATIVE_ICON;
return_to_menu = popup(pf_flags, 2, POPUP_NO, POPUP_YES, XSTR( "Do you want to return to the Main Hall?\n(Your campaign position will be saved)", -1));
if ( return_to_menu == 1 ) {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
*/
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
break;
}
case KEY_CTRLED + KEY_ENTER:
Commit_pressed = 1;
break;
case KEY_B:
if ( Current_screen != ON_BRIEFING_SELECT && !Background_playing ) {
Next_screen = ON_BRIEFING_SELECT;
}
break;
case KEY_W:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
break;
}
if ( Current_screen != ON_WEAPON_SELECT && !Background_playing ) {
if ( !wss_slots_all_empty() ) {
Next_screen = ON_WEAPON_SELECT;
} else {
common_show_no_ship_error();
}
}
break;
case KEY_S:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
break;
}
if ( Current_screen != ON_SHIP_SELECT && !Background_playing ) {
Next_screen = ON_SHIP_SELECT;
}
break;
case KEY_SHIFTED+KEY_TAB:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
break;
}
if ( !Background_playing ) {
switch ( Current_screen ) {
case ON_BRIEFING_SELECT:
if ( !wss_slots_all_empty() ) {
Next_screen = ON_WEAPON_SELECT;
} else {
common_show_no_ship_error();
}
break;
case ON_SHIP_SELECT:
Next_screen = ON_BRIEFING_SELECT;
break;
case ON_WEAPON_SELECT:
Next_screen = ON_SHIP_SELECT;
break;
default:
Int3();
break;
} // end switch
}
break;
case KEY_TAB:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
break;
}
if ( !Background_playing ) {
switch ( Current_screen ) {
case ON_BRIEFING_SELECT:
Next_screen = ON_SHIP_SELECT;
break;
case ON_SHIP_SELECT:
if ( !wss_slots_all_empty() ) {
Next_screen = ON_WEAPON_SELECT;
} else {
common_show_no_ship_error();
}
break;
case ON_WEAPON_SELECT:
Next_screen = ON_BRIEFING_SELECT;
break;
default:
Int3();
break;
} // end switch
}
break;
case KEY_P:
if ( Anim_paused )
Anim_paused = 0;
else
Anim_paused = 1;
break;
} // end switch
}
// common_select_close() will release the memory for animations and bitmaps that
// were loaded in common_select_init(). This function will abort if the Common_select_inited
// flag is not set. The last thing common_select_close() does in clear the Common_select_inited
// flag.
//
// weapon_select_close() and ship_select_close() are both called, since common_select_close()
// is the function that is called the interface screens are finally exited.
void common_select_close()
{
if ( !Common_select_inited ) {
nprintf(("Alan","common_select_close() returning without doing anything\n"));
return;
}
nprintf(("Alan","entering common_select_close()\n"));
// catch open anims that weapon_select_init_team() opened when not in weapon_select - taylor
// *** not the same as weapon_select_close() ***
weapon_select_close_team();
weapon_select_close();
if(Game_mode & GM_MULTIPLAYER){
multi_ts_close();
}
ship_select_close();
brief_close();
common_free_interface_palette();
// release the bitmpas that were previously extracted from anim files
unload_wing_icons();
// Release any instances that may still exist
anim_release_all_instances();
// free the anim's that were loaded into memory
/*
if ( Background_anim ) {
anim_free(Background_anim);
Background_anim = NULL;
}
*/
common_music_close();
common_reset_team_pointers();
Common_select_inited = 0;
}
// ------------------------------------------------------------------------
// load_wing_icons() creates the bitmaps for wing icons
//
void load_wing_icons(const char *filename)
{
int first_frame, num_frames;
first_frame = bm_load_animation(filename, &num_frames);
if ( first_frame == -1 ) {
Error(LOCATION, "Could not load icons from %s\n", filename);
return;
}
Wing_slot_disabled_bitmap = first_frame;
Wing_slot_empty_bitmap = first_frame + 1;
// Wing_slot_player_empty_bitmap = first_frame + 2;
}
// ------------------------------------------------------------------------
// common_scroll_up_pressed()
//
int common_scroll_up_pressed(int *start, int size, int max_show)
{
// check if we even need to scroll at all
if ( size <= max_show ) {
return 0;
}
if ( (size - *start) > max_show ) {
*start += 1;
return 1;
}
return 0;
}
// ------------------------------------------------------------------------
// common_scroll_down_pressed()
//
int common_scroll_down_pressed(int *start, int size, int max_show)
{
// check if we even need to scroll at all
if ( size <= max_show ) {
return 0;
}
if ( *start > 0 ) {
*start -= 1;
return 1;
}
return 0;
}
void common_fire_stage_script_hook(int old_stage, int new_stage)
{
if (scripting::hooks::OnBriefStage->isActive()) {
// call a scripting hook for switching stages
// note that we add 1 because Lua arrays are 1-based
scripting::hooks::OnBriefStage->run(
scripting::hook_param_list(
scripting::hook_param("OldStage", 'i', old_stage + 1),
scripting::hook_param("NewStage", 'i', new_stage + 1)
));
}
}
// NEWSTUFF BEGIN
// save ship selection loadout to the Player_loadout struct
void wss_save_loadout()
{
int i,j;
Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );
// save the ship pool
for ( i = 0; i < MAX_SHIP_CLASSES; i++ ) {
Player_loadout.ship_pool[i] = Ss_pool[i];
}
// save the weapons pool
for ( i = 0; i < MAX_WEAPON_TYPES; i++ ) {
Player_loadout.weapon_pool[i] = Wl_pool[i];
}
// save the ship class / weapons for each slot
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
Player_loadout.unit_data[i].ship_class = Wss_slots[i].ship_class;
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
Player_loadout.unit_data[i].wep[j] = Wss_slots[i].wep[j];
Player_loadout.unit_data[i].wep_count[j] = Wss_slots[i].wep_count[j];
}
}
}
// restore ship/weapons loadout from the Player_loadout struct
void wss_maybe_restore_loadout()
{
int i,j;
wss_unit *slot;
Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );
// only restore if mission hasn't changed
if ( stricmp(Player_loadout.last_modified, The_mission.modified) != 0 ) {
return;
}
// first we generate a pool of ships and weapons used the last time this mission was played. We also generate a pool of what is
// available in this mission.
int last_loadout_ships[MAX_SHIP_CLASSES];
int this_loadout_ships[MAX_SHIP_CLASSES];
int last_loadout_weapons[MAX_WEAPON_TYPES];
int this_loadout_weapons[MAX_WEAPON_TYPES];
// zero all pools
for (i = 0; i < MAX_SHIP_CLASSES; i++) {
last_loadout_ships[i] = 0;
this_loadout_ships[i] = 0;
}
for (i = 0; i < MAX_WEAPON_TYPES; i++) {
last_loadout_weapons[i] = 0;
this_loadout_weapons[i] = 0;
}
// record the ship classes / weapons used last time
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
slot = &Player_loadout.unit_data[i];
if ((slot->ship_class >= 0) && (slot->ship_class < ship_info_size())) {
++last_loadout_ships[slot->ship_class];
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
if ((slot->wep[j] >= 0) && (slot->wep[j] < weapon_info_size())) {
last_loadout_weapons[slot->wep[j]] += slot->wep_count[j];
}
}
}
}
// record the ships classes / weapons used by the player and wingmen. We don't include the amount in the pools yet
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
if ((Wss_slots[i].ship_class >= 0) && (Wss_slots[i].ship_class < ship_info_size())) {
++this_loadout_ships[Wss_slots[i].ship_class];
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
if ((Wss_slots[i].wep[j] >= 0) && (Wss_slots[i].wep[j] < weapon_info_size())) {
this_loadout_weapons[Wss_slots[i].wep[j]] += Wss_slots[i].wep_count[j];
}
}
}
}
// now compare the two, adding in what was left in the pools. If there are less of a ship or weapon class in the mission now
// than there were last time, we can't restore and must abort.
for (i = 0; i < ship_info_size(); i++) {
if (Ss_pool[i] >= 1) {
this_loadout_ships[i] += Ss_pool[i];
}
if ( this_loadout_ships[i] < last_loadout_ships[i]) {
return;
}
}
for (i = 0; i < weapon_info_size(); i++) {
if (Wl_pool[i] >= 1) {
this_loadout_weapons[i] += Wl_pool[i];
}
if ( this_loadout_weapons[i] < last_loadout_weapons[i]) {
return;
}
}
// go through the slots and restore the previous runthrough's loadout. Also remove that ship from total of ships in this mission
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
slot = &Player_loadout.unit_data[i];
if ((slot->ship_class >= 0) && (slot->ship_class < ship_info_size())) {
--this_loadout_ships[slot->ship_class];
Assertion((this_loadout_ships[slot->ship_class] >= 0), "Attempting to restore the previous missions loadout has resulted in an invalid number of ships available");
}
// restore the ship class for each slot
Wss_slots[i].ship_class = slot->ship_class;
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
if ((slot->ship_class >= 0) && (slot->wep[j] >= 0) && (slot->wep[j] < weapon_info_size())) {
this_loadout_weapons[slot->wep[j]] -= slot->wep_count[j];
Assertion((this_loadout_weapons[slot->wep[j]] >= 0), "Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available");
}
Wss_slots[i].wep[j]= slot->wep[j];
Wss_slots[i].wep_count[j] = slot->wep_count[j];
}
}
// restore the ship pool
for ( i = 0; i < ship_info_size(); i++ ) {
Ss_pool[i] = this_loadout_ships[i];
}
// restore the weapons pool
for ( i = 0; i < weapon_info_size(); i++ ) {
Wl_pool[i] = this_loadout_weapons[i];
}
}
// Do a direct restore of the Player_loadout ship/weapon data to the wings
void wss_direct_restore_loadout()
{
int i, j;
wing *wp;
wss_unit *slot;
// only restore if mission hasn't changed
if ( stricmp(Player_loadout.last_modified, The_mission.modified) != 0 ) {
return;
}
// niffiwan: if Starting_wings[] has missing wings, Player_loadout.unit_data
// skips the missing wings. Use a new variable to track the number of valid
// wings in Starting_wings[], otherwise mission can crash on restart
int valid_wing_index = -1;
for ( i = 0; i < MAX_WING_BLOCKS; i++ ) {
if ( Starting_wings[i] < 0 )
continue;
valid_wing_index++;
wp = &Wings[Starting_wings[i]];
// If this wing is still on the arrival list, then update the parse objects
if ( wp->ship_index[0] == -1 ) {
p_object *p_objp;
j=0;
for ( p_objp = GET_FIRST(&Ship_arrival_list); p_objp != END_OF_LIST(&Ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
if ( p_objp->wingnum == WING_INDEX(wp) ) {
// niffiwan: don't overrun the array
if (j >= MAX_WING_SLOTS) {
Warning(LOCATION, "Starting Wing '%s' has more than 'MAX_WING_SLOTS' ships\n", Starting_wing_names[i]);
break;
}
slot = &Player_loadout.unit_data[valid_wing_index*MAX_WING_SLOTS+j];
p_objp->ship_class = slot->ship_class;
wl_update_parse_object_weapons(p_objp, slot);
j++;
}
}
} else {
int k;
int cleanup_ship_index[MAX_WING_SLOTS];
ship *shipp;
for ( k = 0; k < MAX_WING_SLOTS; k++ ) {
cleanup_ship_index[k] = -1;
}
// This wing is already created, so directly update the ships
for ( j = 0; j < MAX_WING_SLOTS; j++ ) {
if ( wp->ship_index[j] == -1 ) { // if this is an invalid ship, move on
continue;
}
slot = &Player_loadout.unit_data[valid_wing_index*MAX_WING_SLOTS+j];
shipp = &Ships[wp->ship_index[j]];
if ( shipp->ship_info_index != slot->ship_class ) {
if ( slot->ship_class == -1 ) {
cleanup_ship_index[j] = wp->ship_index[j];
ship_add_exited_ship( shipp, Ship::Exit_Flags::Player_deleted );
obj_delete(shipp->objnum);
hud_set_wingman_status_none( shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
continue;
} else {
change_ship_type(wp->ship_index[j], slot->ship_class);
}
}
wl_bash_ship_weapons(&Ships[wp->ship_index[j]].weapons, slot);
}
for ( k = 0; k < MAX_WING_SLOTS; k++ ) {
if ( cleanup_ship_index[k] != -1 ) {
ship_wing_cleanup( cleanup_ship_index[k], wp );
}
}
}
} // end for
}
int wss_slots_all_empty()
{
int i;
Assert( Wss_slots != NULL );
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
if ( Wss_slots[i].ship_class >= 0 )
break;
}
if ( i == MAX_WSS_SLOTS )
return 1;
else
return 0;
}
// determine the mode (WSS_...) based on slot/list index values
int wss_get_mode(int from_slot, int from_list, int to_slot, int to_list, int wl_ship_slot)
{
int mode, to_slot_empty=0;
Assert( Wss_slots != NULL );
if ( wl_ship_slot >= 0 ) {
// weapons loadout
if ( to_slot >= 0 ) {
if ( Wss_slots[wl_ship_slot].wep_count[to_slot] == 0 ) {
to_slot_empty = 1;
}
}
} else {
// ship select
if ( to_slot >= 0 ) {
if ( Wss_slots[to_slot].ship_class == -1 ){
to_slot_empty = 1;
}
}
}
// determine mode
if ( from_slot >= 0 && to_slot >= 0 ) {
mode = WSS_SWAP_SLOT_SLOT;
} else if ( from_slot >= 0 && to_list >= 0 ) {
mode = WSS_DUMP_TO_LIST;
} else if ( (from_list >= 0) && (to_slot >= 0) && (to_slot_empty) ) {
mode = WSS_GRAB_FROM_LIST;
} else if ( (from_list >= 0) && (to_slot >= 0) && (!to_slot_empty) ) {
mode = WSS_SWAP_LIST_SLOT;
} else {
mode = -1; // no changes required
}
return mode;
}
// store all the unit data and pool data
int store_wss_data(ubyte *data, __UNUSED const unsigned int max_size, interface_snd_id sound, int player_index)
{
int j, i, packet_size = 0;
ubyte val;
short player_id;
ushort pool_size;
// this function assumes that the data is going to be used over the network
// so make a non-network version of this function if needed
Assert( Game_mode & GM_MULTIPLAYER );
Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );
if ( !(Game_mode & GM_MULTIPLAYER) )
return 0;
// write the ship pool
pool_size = 0;
for (i = 0; i < ship_info_size(); i++) {
if (Ss_pool[i] > 0) {
++pool_size;
}
}
ADD_USHORT(pool_size);
Assertion((((sizeof(short)+sizeof(short)) * pool_size) + packet_size) < max_size, "Size of ship pool exceeds max data size!");
for (i = 0; i < ship_info_size(); i++) {
if (Ss_pool[i] > 0) {
ADD_SHORT(static_cast<short>(i));
ADD_SHORT(static_cast<short>(Ss_pool[i]));
}
}
// write the weapon pool
pool_size = 0;
for (i = 0; i < weapon_info_size(); i++) {
if (Wl_pool[i] > 0) {
++pool_size;
}
}
ADD_USHORT(pool_size);
Assertion((((sizeof(short)+sizeof(short)) * pool_size) + packet_size) < max_size, "Size of weapon pool exceeds max data size!");
for (i = 0; i < weapon_info_size(); i++) {
if (Wl_pool[i] > 0) {
ADD_SHORT(static_cast<short>(i));
ADD_SHORT(static_cast<short>(Wl_pool[i]));
}
}
// write the unit data
val = MAX_WSS_SLOTS;
ADD_DATA(val);
val = MAX_SHIP_WEAPONS;
ADD_DATA(val);
Assertion((((sizeof(short) + ((sizeof(short)+sizeof(short)) * MAX_SHIP_WEAPONS)) * MAX_WSS_SLOTS) + packet_size) < max_size, "Size of wss data exceeds max data size!");
for (i = 0; i < MAX_WSS_SLOTS; i++) {
ADD_SHORT(static_cast<short>(Wss_slots[i].ship_class));
for (j = 0; j < MAX_SHIP_WEAPONS; j++) {
ADD_SHORT(static_cast<short>(Wss_slots[i].wep[j]));
Assert(Wss_slots[i].wep_count[j] < SHRT_MAX);
ADD_SHORT(static_cast<short>(Wss_slots[i].wep_count[j]));
}
}
// any sound index
ADD_SHORT(static_cast<short>(sound.value()));
// add a netplayer address to identify who should play the sound
player_id = -1;
if(player_index != -1){
player_id = Net_players[player_index].player_id;
}
ADD_SHORT(player_id);
Assert( packet_size < static_cast<int>(max_size) );
return packet_size;
}
int restore_wss_data(ubyte *data)
{
int i, j, offset = 0;
ubyte num_slots, num_weapons;
short b1, b2;
short player_id, sound;
ushort pool_size;
// this function assumes that the data is going to be used over the network
// so make a non-network version of this function if needed
Assert( Game_mode & GM_MULTIPLAYER );
Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );
if ( !(Game_mode & GM_MULTIPLAYER) )
return 0;
// restore ship pool
memset(Ss_pool, 0, MAX_SHIP_CLASSES*sizeof(int));
GET_USHORT(pool_size);
for (i = 0; i < pool_size; i++) {
GET_SHORT(b1);
GET_SHORT(b2);
if (b1 < MAX_SHIP_CLASSES) {
Ss_pool[b1] = b2;
}
}
// restore weapons pool
memset(Wl_pool, 0, MAX_WEAPON_TYPES*sizeof(int));
GET_USHORT(pool_size);
for (i = 0; i < pool_size; i++) {
GET_SHORT(b1);
GET_SHORT(b2);
if (b1 < MAX_SHIP_CLASSES) {
Wl_pool[b1] = b2;
}
}
// restore unit data
for (i = 0; i < MAX_WSS_SLOTS; i++) {
Wss_slots[i].ship_class = -1;
for (j = 0; j < MAX_SHIP_WEAPONS; j++) {
Wss_slots[i].wep[j] = -1;
Wss_slots[i].wep_count[j] = 0;
}
}
GET_DATA(num_slots);
GET_DATA(num_weapons);
for (i = 0; i < num_slots; i++) {
GET_SHORT(b1);
if (i < MAX_WSS_SLOTS) {
Wss_slots[i].ship_class = b1;
}
for (j = 0; j < num_weapons; j++) {
GET_SHORT(b1);
GET_SHORT(b2);
if ( (i < MAX_WSS_SLOTS) && (j < MAX_SHIP_WEAPONS) ) {
Wss_slots[i].wep[j] = b1;
Wss_slots[i].wep_count[j] = b2;
}
}
}
// read in the sound data
GET_SHORT(sound);
// read in the player address
GET_SHORT(player_id);
// determine if I'm the guy who should be playing the sound
if((Net_player != NULL) && (Net_player->player_id == player_id)){
// play the sound
if (sound >= 0) {
gamesnd_play_iface(static_cast<InterfaceSounds>(sound));
}
}
if(!(Game_mode & GM_MULTIPLAYER)){
ss_synch_interface();
}
return offset;
}
void draw_model_icon(int model_id, int flags, float closeup_zoom, int x, int y, int w, int h, ship_info *sip, int resize_mode, const vec3d *closeup_pos)
{
matrix object_orient = IDENTITY_MATRIX;
angles rot_angles = vmd_zero_angles;
float zoom = closeup_zoom * 2.5f;
if(sip == NULL)
{
//Assume it's a weapon
rot_angles.h = -(PI_2);
}
else if(sip->model_icon_angles.p != 0.0f || sip->model_icon_angles.b != 0.0f || sip->model_icon_angles.h != 0.0f)
{
// If non-zero model_icon_angles exists, always use that
rot_angles = sip->model_icon_angles;
}
else if(sip->is_small_ship())
{
rot_angles.p = -(PI_2);
}
else if((sip->max_speed <= 0.0f) && !(sip->flags[Ship::Info_Flags::Cargo]))
{
//Probably an installation or Knossos
rot_angles.h = PI;
}
else
{
//Probably a capship
rot_angles.h = PI_2;
}
vm_angles_2_matrix(&object_orient, &rot_angles);
gr_set_clip(x, y, w, h, resize_mode);
g3_start_frame(1);
if(sip != NULL)
{
g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, zoom);
gr_set_proj_matrix(0.5f*Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
}
else
{
polymodel *pm = model_get(model_id);
bsp_info *bs = NULL; //tehe
for(int i = 0; i < pm->n_models; i++)
{
if(!pm->submodel[i].flags[Model::Submodel_flags::Is_thruster])
{
bs = &pm->submodel[i];
break;
}
}
if(bs == NULL)
{
bs = &pm->submodel[0];
}
vec3d weap_closeup = *closeup_pos;
float y_closeup;
float tm_zoom = closeup_zoom;
//Find the center of teh submodel
weap_closeup.xyz.x = -(bs->min.xyz.z + (bs->max.xyz.z - bs->min.xyz.z)/2.0f);
weap_closeup.xyz.y = -(bs->min.xyz.y + (bs->max.xyz.y - bs->min.xyz.y)/2.0f);
//weap_closeup.xyz.z = (weap_closeup.xyz.x/tanf(zoom / 2.0f));
weap_closeup.xyz.z = -(bs->rad/tanf(tm_zoom/2.0f));
y_closeup = -(weap_closeup.xyz.y/tanf(tm_zoom / 2.0f));
if(y_closeup < weap_closeup.xyz.z)
{
weap_closeup.xyz.z = y_closeup;
}
if(bs->min.xyz.x < weap_closeup.xyz.z)
{
weap_closeup.xyz.z = bs->min.xyz.x;
}
g3_set_view_matrix( &weap_closeup, &vmd_identity_matrix, tm_zoom);
gr_set_proj_matrix(0.5f*Proj_fov, gr_screen.clip_aspect, 0.05f, 1000.0f);
}
model_render_params render_info;
render_info.set_detail_level_lock(0);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
if(!(flags & MR_NO_LIGHTING))
{
//setup lights
common_setup_room_lights();
}
if (sip != NULL && sip->replacement_textures.size() > 0)
{
render_info.set_replacement_textures(model_id, sip->replacement_textures);
}
Glowpoint_override = true;
model_clear_instance(model_id);
render_info.set_flags(flags);
model_render_immediate(&render_info, model_id, &object_orient, &vmd_zero_vector);
Glowpoint_override = false;
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
gr_reset_clip();
}
void light_set_all_relevent();
void draw_model_rotating(model_render_params *render_info, int model_id, int x1, int y1, int x2, int y2, float *rotation_buffer, vec3d *closeup_pos, float closeup_zoom, float rev_rate, int flags, int resize_mode, int effect)
{
//WMC - Can't draw a non-model
if (model_id < 0)
return;
float time = (timer_get_milliseconds()-anim_timer_start)/1000.0f;
angles rot_angles, view_angles;
matrix model_orient;
const bool& shadow_disable_override = flags & MR_IS_MISSILE ? Shadow_disable_overrides.disable_mission_select_weapons : Shadow_disable_overrides.disable_mission_select_ships;
if (effect == 2) { // FS2 Effect; Phase 0 Expand scanline, Phase 1 scan the grid and wireframe, Phase 2 scan up and reveal the ship, Phase 3 tilt the camera, Phase 4 start rotating the ship
// rotate the ship as much as required for this frame
if (time >= 3.6f) // Phase 4
*rotation_buffer += PI2 * flFrametime / rev_rate;
else
*rotation_buffer = PI; // No rotation before Phase 4
while (*rotation_buffer > PI2){
*rotation_buffer -= PI2;
}
view_angles.p = -PI_2;
if (time >= 3.0f) { // Phase 3
if (time >= 3.6f) { // done tilting
view_angles.p = -0.6f;
} else {
view_angles.p = (PI_2-0.6f)*(time-3.0f)*1.66667f - PI_2; // Phase 3 Tilt animation
}
}
view_angles.b = 0.0f;
view_angles.h = 0.0f;
vm_angles_2_matrix(&model_orient, &view_angles);
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
rot_angles.h = *rotation_buffer;
vm_rotate_matrix_by_angles(&model_orient, &rot_angles);
gr_set_clip(x1, y1, x2, y2, resize_mode);
vec3d wire_normal,ship_normal,plane_point;
// Clip the wireframe below the scanline
wire_normal.xyz.x = 0.0f;
wire_normal.xyz.y = 1.0f;
wire_normal.xyz.z = 0.0f;
// Clip the ship above the scanline
ship_normal.xyz.x = 0.0f;
ship_normal.xyz.y = -1.0f;
ship_normal.xyz.z = 0.0f;
polymodel *pm = model_get(model_id);
//Make the clipping plane
float clip = -pm->rad*0.7f;
if (time < 1.5f && time >= 0.5f) // Phase 1 Move down
clip = pm->rad*(time-1.0f)*1.4f;
if (time >= 1.5f)
clip = pm->rad*(time-2.0f)*(-1.4f); // Phase 2 Move up
vm_vec_scale_sub(&plane_point,&vmd_zero_vector,&wire_normal,clip);
g3_start_frame(1);
if ( (closeup_pos != NULL) && (vm_vec_mag(closeup_pos) > 0.0f) ) {
g3_set_view_matrix(closeup_pos, &vmd_identity_matrix, closeup_zoom);
} else {
vec3d pos = { { { 0.0f, 0.0f, -(pm->rad * 1.5f) } } };
g3_set_view_matrix(&pos, &vmd_identity_matrix, closeup_zoom);
}
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
vec3d start, stop;
float size = pm->rad*0.7f;
float start_scale = MIN(time,0.5f)*2.5f;
float offset = size*0.5f*MIN(MAX(time-3.0f,0.0f),0.6f)*1.66667f;
g3_start_instance_angles(&vmd_zero_vector,&view_angles);
if (time < 0.5f) { // Do the expanding scanline in phase 0
gr_set_color(0,255,0);
start.xyz.x = size*start_scale;
start.xyz.y = 0.0f;
start.xyz.z = -clip;
stop.xyz.x = -size*start_scale;
stop.xyz.y = 0.0f;
stop.xyz.z = -clip;
//g3_draw_htl_line(&start,&stop);
g3_render_line_3d(true, &start, &stop);
}
g3_done_instance(true);
gr_zbuffer_set(GR_ZBUFF_NONE); // Turn off Depthbuffer so we don't get gridlines over the ship or a disappearing scanline
Glowpoint_use_depth_buffer = false; // Since we don't have one
if (time >= 0.5f) { // Phase 1 onward draw the grid
int i;
start.xyz.y = -offset;
start.xyz.z = size+offset*0.5f;
stop.xyz.y = -offset;
stop.xyz.z = -size+offset*0.5f;
gr_set_color(0,200,0);
g3_start_instance_angles(&vmd_zero_vector,&view_angles);
if (time < 1.5f) {
stop.xyz.z = -clip;
}
for (i = -3; i < 4; i++) {
start.xyz.x = stop.xyz.x = size*0.333f*i;
//g3_draw_htl_line(&start,&stop);
g3_render_line_3d(false, &start, &stop);
}
start.xyz.x = size;
stop.xyz.x = -size;
for (i = 3; i > -4; i--) {
start.xyz.z = stop.xyz.z = size*0.333f*i+offset*0.5f;
if ((time < 1.5f) && (start.xyz.z <= -clip))
break;
//g3_draw_htl_line(&start,&stop);
g3_render_line_3d(false, &start, &stop);
}
g3_done_instance(true);
//setup lights
common_setup_room_lights();
// render the ships
model_clear_instance(model_id);
render_info->set_detail_level_lock(0);
gr_zbuffer_set(true);
if(shadow_maybe_start_frame(shadow_disable_override))
{
gr_end_view_matrix();
gr_end_proj_matrix();
gr_reset_clip();
model_render_params shadow_render_info;
shadow_render_info.set_detail_level_lock(0);
shadow_render_info.set_flags(flags | MR_NO_TEXTURING | MR_NO_LIGHTING);
if ( flags & MR_IS_MISSILE ) {
shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 20.0f, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 1000.0f);
} else {
shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 2000.0f, -closeup_pos->xyz.z + pm->rad + 10000.0f);
}
model_render_immediate(&shadow_render_info, model_id, &model_orient, &vmd_zero_vector);
shadows_end_render();
gr_set_clip(x1, y1, x2, y2, resize_mode);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
gr_zbuffer_set(false);
gr_set_color(80,49,160);
render_info->set_color(80, 49, 160);
render_info->set_animated_effect(ANIMATED_SHADER_LOADOUTSELECT_FS2, -clip);
if ( (time < 2.5f) && (time >= 0.5f) ) { // Phase 1 and 2 render the wireframe
if (time >= 1.5f) // Just clip the wireframe after Phase 1
render_info->set_clip_plane(plane_point,wire_normal);
render_info->set_flags(flags | MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_TEXTURING | MR_NO_LIGHTING);
model_render_immediate(render_info, model_id, &model_orient, &vmd_zero_vector);
}
if (time >= 1.5f) { // Render the ship in Phase 2 onwards
render_info->set_clip_plane(plane_point,ship_normal);
render_info->set_flags(flags);
model_render_immediate(render_info, model_id, &model_orient, &vmd_zero_vector);
}
if (time < 2.5f) { // Render the scanline in Phase 1 and 2
gr_set_color(0,255,0);
start.xyz.x = size*1.25f;
start.xyz.y = 0.0f;
start.xyz.z = -clip;
stop.xyz.x = -size*1.25f;
stop.xyz.y = 0.0f;
stop.xyz.z = -clip;
g3_start_instance_angles(&vmd_zero_vector,&view_angles);
//g3_draw_htl_line(&start,&stop);
g3_render_line_3d(false, &start, &stop);
g3_done_instance(true);
}
}
gr_zbuffer_set(GR_ZBUFF_FULL); // Turn off depthbuffer again
batching_render_all();
Glowpoint_use_depth_buffer = true; // Back to normal
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
gr_reset_clip();
} else {
// rotate the ship as much as required for this frame
*rotation_buffer += PI2 * flFrametime / rev_rate;
while (*rotation_buffer > PI2){
*rotation_buffer -= PI2;
}
view_angles.p = -0.6f;
view_angles.b = 0.0f;
view_angles.h = 0.0f;
vm_angles_2_matrix(&model_orient, &view_angles);
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
rot_angles.h = *rotation_buffer;
vm_rotate_matrix_by_angles(&model_orient, &rot_angles);
g3_start_frame(1);
polymodel *pm = model_get(model_id);
// render the wodel
if ( (closeup_pos != NULL) && (vm_vec_mag(closeup_pos) > 0.0f) ) {
g3_set_view_matrix(closeup_pos, &vmd_identity_matrix, closeup_zoom);
} else {
vec3d pos = { { { 0.0f, 0.0f, -(pm->rad * 1.5f) } } };
g3_set_view_matrix(&pos, &vmd_identity_matrix, closeup_zoom);
}
//setup lights
common_setup_room_lights();
model_clear_instance(model_id);
render_info->set_detail_level_lock(0);
if(shadow_maybe_start_frame(shadow_disable_override))
{
if ( flags & MR_IS_MISSILE ) {
shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 20.0f, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 1000.0f);
} else {
shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 2000.0f, -closeup_pos->xyz.z + pm->rad + 10000.0f);
}
model_render_params shadow_render_info;
shadow_render_info.set_flags(flags | MR_NO_TEXTURING | MR_NO_LIGHTING);
shadow_render_info.set_detail_level_lock(0);
model_render_immediate(&shadow_render_info, model_id, &model_orient, &vmd_zero_vector);
shadows_end_render();
}
gr_set_clip(x1, y1, x2, y2, resize_mode);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
gr_set_color(0,128,0);
if (effect == 1) { // FS1 effect
render_info->set_animated_effect(ANIMATED_SHADER_LOADOUTSELECT_FS1, MIN(time*0.5f,2.0f));
render_info->set_flags(flags);
} else {
render_info->set_flags(flags);
}
model_render_immediate(render_info, model_id, &model_orient, &vmd_zero_vector);
batching_render_all();
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
gr_reset_clip();
}
shadow_end_frame();
}
/**
* @brief add and rotate lights for all the non-gameplay ship rendering instances
*/
void common_setup_room_lights()
{
light_reset();
auto tempv = vm_vec_new(-1.0f,0.3f,-1.0f);
auto tempc = hdr_color(1.0f,0.95f,0.9f, 0.0f, 1.5f);
light_add_directional(&tempv,&tempc);
tempv.xyz={-0.4f,0.4f,1.1f};
tempc = hdr_color(0.788f,0.886f,1.0f,0.0f,1.5f);
light_add_directional(&tempv,&tempc);
tempv.xyz={0.4f,0.1f,0.4f};
tempc = hdr_color(1.0f,1.0f,1.0f,0.0f,0.4f);
light_add_directional(&tempv,&tempc);
gr_set_ambient_light(53, 53, 53);
light_rotate_all();
}
// NEWSTUFF END