Files
fs2open.github.com/code/missionui/missionloopbrief.cpp
T

299 lines
7.9 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 "missionui/missionloopbrief.h"
#include "missionui/missionscreencommon.h"
#include "gamesnd/gamesnd.h"
#include "gamesnd/eventmusic.h"
#include "sound/audiostr.h"
#include "io/key.h"
#include "gamesequence/gamesequence.h"
#include "mission/missioncampaign.h"
#include "mission/missionbriefcommon.h"
#include "anim/animplay.h"
#include "freespace2/freespace.h"
#include "sound/fsspeech.h"
#include "popup/popup.h"
#include "graphics/generic.h"
extern char default_loop_briefing_color; // Doesn't seem worth including alphacolors.h for -MageKing17
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF DEFINES/VARS
//
char *Loop_brief_fname[GR_NUM_RESOLUTIONS] = {
"LoopBrief", // GR_640
"2_LoopBrief", // GR_1024
};
char *Loop_brief_mask[GR_NUM_RESOLUTIONS] = {
"LoopBrief-m", // GR_640
"2_Loopbrief-m", // GR_1024
};
#define NUM_LOOP_BRIEF_BUTTONS 2
#define LOOP_BRIEF_DECLINE 0
#define LOOP_BRIEF_ACCEPT 1
ui_button_info Loop_buttons[GR_NUM_RESOLUTIONS][NUM_LOOP_BRIEF_BUTTONS] = {
{ // GR_640
ui_button_info("LBB_00", 529, 437, -1, -1, 0),
ui_button_info("LBB_01", 575, 433, -1, -1, 1),
},
{ // GR_1024
ui_button_info("2_LBB_00", 846, 699, -1, -1, 0),
ui_button_info("2_LBB_01", 920, 693, -1, -1, 1),
}
};
#define NUM_LOOP_TEXT 2
UI_XSTR Loop_text[GR_NUM_RESOLUTIONS][NUM_LOOP_TEXT] = {
{ // GR_640
{ "Decline", 1467, 514, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 573, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_ACCEPT].button },
},
{ // GR_1024
{ "Decline", 1467, 855, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 928, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_ACCEPT].button },
}
};
// Originally from missioncmdbrief.cpp
// center coordinates only
int Loop_brief_anim_center_coords[GR_NUM_RESOLUTIONS][2] =
{
{
242, 367 // GR_640
},
{
392, 587 // GR_1024
}
};
// text window coords
int Loop_brief_text_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
25, 107, 591, 143
},
{ // GR_1024
40, 171, 945, 229
}
};
UI_WINDOW Loop_brief_window;
int Loop_brief_bitmap;
generic_anim Loop_anim;
int Loop_sound;
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF FUNCTIONS
//
// button press
void loop_brief_button_pressed(int i)
{
switch(i){
case LOOP_BRIEF_DECLINE:
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(SND_USER_SELECT);
break;
case LOOP_BRIEF_ACCEPT:
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(SND_USER_SELECT);
break;
}
}
// init
void loop_brief_init()
{
int idx;
ui_button_info *b;
// load the background bitmap
Loop_brief_bitmap = bm_load(Loop_brief_fname[gr_screen.res]);
Assert(Loop_brief_bitmap != -1);
// window
Loop_brief_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Loop_brief_window.set_mask_bmap(Loop_brief_mask[gr_screen.res]);
// add the buttons
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++) {
b = &Loop_buttons[gr_screen.res][idx];
b->button.create(&Loop_brief_window, "", b->x, b->y, 60, 30, 0, 1);
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// add text
for(idx=0; idx<NUM_LOOP_TEXT; idx++){
Loop_brief_window.add_XSTR(&Loop_text[gr_screen.res][idx]);
}
const char* anim_name;
// load animation if any
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_anim != NULL){
anim_name = Campaign.missions[Campaign.current_mission].mission_branch_brief_anim;
} else {
anim_name = "CB_default";
}
int stream_result = generic_anim_init_and_stream(&Loop_anim, anim_name, bm_get_type(Loop_brief_bitmap), true);
// we've failed to load any animation
if (stream_result < 0) {
// load an image and treat it like a 1 frame animation
Loop_anim.first_frame = bm_load(anim_name); //if we fail here, the value is still -1
if(Loop_anim.first_frame != -1) {
Loop_anim.num_frames = 1;
}
}
// init brief text
if(Campaign.missions[Campaign.current_mission].mission_branch_desc != NULL){
brief_color_text_init(Campaign.missions[Campaign.current_mission].mission_branch_desc, Loop_brief_text_coords[gr_screen.res][2], default_loop_briefing_color);
}
bool sound_played = false;
// open sound
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound != NULL){
Loop_sound = audiostream_open(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound, ASF_VOICE);
if(Loop_sound != -1){
audiostream_play(Loop_sound, Master_voice_volume, 0);
sound_played = true;
}
}
if(sound_played == false) {
fsspeech_play(FSSPEECH_FROM_BRIEFING,
Campaign.missions[Campaign.current_mission].mission_branch_desc);
}
// music
common_music_init(SCORE_BRIEFING);
}
// do
void loop_brief_do(float frametime)
{
int k;
int idx;
// process keys
k = Loop_brief_window.process();
switch (k) {
case KEY_ESC:
int do_loop = 0;
// this popup should be straight forward, and also not allow you to get out
// of it without actually picking one of the two options
do_loop = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON | PF_IGNORE_ESC | PF_BODY_BIG, 2, XSTR("Decline", 1467), XSTR("Accept", 1035), XSTR("You must either Accept or Decline before returning to the Main Hall", 1618));
// if we accepted moving into loop then set it up for the next time the user plays
if (do_loop == 1) {
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
}
gameseq_post_event(GS_EVENT_MAIN_MENU);
return;
}
// process button presses
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++){
if (Loop_buttons[gr_screen.res][idx].button.pressed()){
loop_brief_button_pressed(idx);
}
}
common_music_do();
// clear
GR_MAYBE_CLEAR_RES(Loop_brief_bitmap);
if (Loop_brief_bitmap >= 0) {
gr_set_bitmap(Loop_brief_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
// draw the window
Loop_brief_window.draw();
// render the briefing text
brief_render_text(0, Loop_brief_text_coords[gr_screen.res][0], Loop_brief_text_coords[gr_screen.res][1], Loop_brief_text_coords[gr_screen.res][3], flFrametime);
if(Loop_anim.num_frames > 0) {
int x;
int y;
bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Loop_anim, frametime, x, y, true);
}
// render all anims
anim_render_all(GS_STATE_LOOP_BRIEF, flFrametime);
gr_flip();
}
// close
void loop_brief_close()
{
// this makes sure that we're all cool no matter how the user decides to exit
mission_campaign_mission_over();
// free the bitmap
if (Loop_brief_bitmap >= 0){
bm_release(Loop_brief_bitmap);
}
Loop_brief_bitmap = -1;
// destroy the window
Loop_brief_window.destroy();
if (Loop_anim.num_frames > 0)
{
generic_anim_unload(&Loop_anim);
}
// stop voice
if(Loop_sound != -1){
audiostream_stop(Loop_sound, 1, 0);
audiostream_close_file(Loop_sound, 1);
Loop_sound = -1;
}
fsspeech_stop();
// stop music
common_music_close();
}