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

1991 lines
55 KiB
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/*
* 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/MissionScreenCommon.cpp $
* $Revision: 2.32.2.3 $
* $Date: 2006-10-24 13:31:32 $
* $Author: taylor $
*
* $Log: not supported by cvs2svn $
* Revision 2.32.2.2 2006/08/19 04:38:46 taylor
* maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit
*
* Revision 2.32.2.1 2006/07/17 01:09:03 taylor
* fix some missile autocentering issues
* - use MR_AUTOCENTER and MR_IS_MISSILE flags to generate an autocenter for a missile if one doesn't already exist
* - don't try to autocenter loadout icons when rendered 3d
*
* Revision 2.32 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 2.31 2006/04/20 06:32:14 Goober5000
* proper capitalization according to Volition
*
* Revision 2.30 2006/02/18 00:42:51 wmcoolmon
* Introducing draw_model_rotating; many improvements to weapon selection missile rendering
*
* Revision 2.29 2005/12/29 08:08:36 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 2.28 2005/11/16 05:46:27 taylor
* bunch of error checking and code cleanup for the team stuff in ship/weapon select
*
* Revision 2.27 2005/10/29 22:09:29 Goober5000
* multiple ship docking implemented for initially docked ships
* --Goober5000
*
* Revision 2.26 2005/10/10 17:21:06 taylor
* remove NO_NETWORK
*
* Revision 2.25 2005/09/27 02:36:57 Goober5000
* clarification
* --Goober5000
*
* Revision 2.24 2005/09/05 09:38:18 taylor
* merge of OSX tree
* a lot of byte swaps were still missing, will hopefully be fully network compatible now
*
* Revision 2.23 2005/07/22 10:18:39 Goober5000
* CVS header tweaks
* --Goober5000
*
* Revision 2.22 2005/07/13 03:25:58 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.21 2005/04/11 05:50:36 taylor
* some limits.h fixes to make GCC happier
* revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem
*
* Revision 2.20 2005/04/05 05:53:19 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.19 2005/04/03 08:48:30 Goober5000
* brought weapon loadout banks into agreement with ship info banks
* improved error reporting on apply-to-all
* --Goober5000
*
* Revision 2.18 2005/03/31 11:11:56 Goober5000
* changed a bunch of literal constants to their #define'd keywords
* --Goober5000
*
* Revision 2.17 2005/03/25 06:57:36 wmcoolmon
* Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
*
* Revision 2.16 2005/03/12 04:44:24 wmcoolmon
* Fixx0red odd drag problems
*
* Revision 2.15 2005/03/02 21:24:45 taylor
* more network/inferno goodness for Windows, takes care of a few warnings too
*
* Revision 2.14 2005/02/23 04:55:07 taylor
* more bm_unload() -> bm_release() changes
*
* Revision 2.13 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 2.12 2005/02/13 08:42:41 wmcoolmon
* More explicit calculation handling
*
* Revision 2.11 2005/01/31 23:27:54 taylor
* merge with Linux/OSX tree - p0131-2
*
* Revision 2.10 2005/01/29 08:09:47 wmcoolmon
* Various updates; shader, clipping
*
* Revision 2.9 2005/01/15 05:53:18 wmcoolmon
* Current version of the new techroom code -C
*
* Revision 2.8 2004/07/26 20:47:40 Kazan
* remove MCD complete
*
* Revision 2.7 2004/07/17 18:46:08 taylor
* various OGL and memory leak fixes
*
* Revision 2.6 2004/07/12 16:32:55 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.5 2004/03/05 09:01:55 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.4 2003/11/11 02:15:44 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.3 2003/09/13 06:02:06 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* 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 2002/05/16 06:07:38 mharris
* more ifndef NO_SOUND
*
* Revision 1.4 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.3 2002/05/10 20:42:44 mharris
* use "ifndef NO_NETWORK" all over the place
*
* 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
*
*
* 13 10/14/99 2:51p Jefff
* localiztion fixes
*
* 12 8/05/99 3:40p Jefff
* hi-res text adjustments
*
* 11 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 10 2/01/99 5:55p Dave
* Removed the idea of explicit bitmaps for buttons. Fixed text
* highlighting for disabled gadgets.
*
* 9 1/30/99 7:33p Neilk
* Fixed coords problems for mission briefing screens
*
* 8 1/30/99 5:08p Dave
* More new hi-res stuff.Support for nice D3D textures.
*
* 7 1/29/99 4:17p Dave
* New interface screens.
*
* 6 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 5 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 4 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 3 10/16/98 9:40a Andsager
* Remove ".h" files from model.h
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 85 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).
*
* 84 5/08/98 7:52p Lawrance
* fix bug where wing slot icons were not getting loaded
*
* 83 5/08/98 10:17a Lawrance
* don't play briefing slide-in animation if detail level is below high
*
* 82 5/06/98 11:50p Lawrance
* Clean up help overlay code for loadout screens
*
* 81 5/03/98 1:55a Lawrance
* Fix some sound problems with loadout screens
*
* 80 4/30/98 6:03p Lawrance
* Make drag and drop work better.
*
* 79 4/22/98 5:52p Dave
* Large reworking of endgame sequencing. Updated host options screen for
* new artwork. Put in checks to end game if host leaves or if team
* captains leave mid-game.
*
* 78 4/07/98 7:51p Hoffoss
* Implemented changed to options screen due to artwork changes.
*
* 77 4/07/98 5:42p Dave
* Put in support for ui display of voice system status (recording,
* playing back, etc). Make sure main hall music is stopped before
* entering a multiplayer game via ingame join.
*
* 76 4/02/98 11:40a Lawrance
* check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
*
* 75 4/01/98 11:19p Dave
* Put in auto-loading of xferred pilot pic files. Grey out background
* behind pinfo popup. Put a chatbox message in when players are kicked.
* Moved mission title down in briefing. Other ui fixes.
*
* 74 4/01/98 9:21p John
* Made NDEBUG, optimized build with no warnings or errors.
*
* 73 3/31/98 11:47p Lawrance
* Fix some bugs related to wingmen selection when doing a quick mission
* restart.
*
* 72 3/31/98 5:31p Lawrance
* Fix sound bug that happenned when entering briefing
*
* 71 3/30/98 5:16p Lawrance
* centralize a check for disabled loadout screens
*
* 70 3/30/98 12:18a Lawrance
* change some DEMO_RELEASE code to not compile code rather than return
* early
*
* 69 3/29/98 10:16p Allender
* scramble missions need to have ship/weapon selection disabled (this
* code was somehow lost)
*
* 68 3/29/98 1:24p Dave
* Make chatbox not clear between multiplayer screens. Select player ship
* as default in mp team select and weapons select screens. Made create
* game mission list use 2 fixed size columns.
*
* 67 3/29/98 12:55a Lawrance
* Get demo build working with limited set of data.
*
* 66 3/25/98 8:43p Hoffoss
* Changed anim_play() to not be so complex when you try and call it.
*
* 65 3/24/98 4:59p Dave
* Fixed several ui bugs. Put in pre and post voice stream playback sound
* fx. Put in error specific popups for clients getting dropped from games
* through actions other than their own.
*
* 64 3/19/98 5:32p Lawrance
* Added music to the background of command brief screen.
*
* 63 3/05/98 5:02p Dave
* More work on team vs. team support for multiplayer. Need to fix bugs in
* weapon select.
*
* 62 3/03/98 8:55p Dave
* Finished pre-briefing team vs. team support.
*
* 61 3/03/98 8:12p Lawrance
* Double timeout before flashing buttons
*
* 60 3/02/98 3:27p Lawrance
* Don't call muti_ts_init() in single player
*
* 59 3/01/98 3:26p Dave
* Fixed a few team select bugs. Put in multiplayer intertface sounds.
* Corrected how ships are disabled/enabled in team select/weapon select
* screens.
*
* 58 2/27/98 4:55p Sandeep
* Fixed a signed/unsigned bug in the wss packet type
*
* 57 2/26/98 4:59p Allender
* groundwork for team vs team briefings. Moved weaponry pool into the
* Team_data structure. Added team field into the p_info structure.
* Allow for mutliple structures in the briefing code.
*
* 56 2/25/98 10:24a Lawrance
* Don't ask for confirmation when ESC is pressed.
*
* 55 2/24/98 12:22a Lawrance
* New coords for revamped briefing graphics
*
* 54 2/22/98 4:17p John
* More string externalization classification... 190 left to go!
*
* 53 2/22/98 12:19p John
* Externalized some strings
*
* 52 2/21/98 2:50p Lawrance
* Tell players that their campaign position will get saved if they return
* to main hall from loadout screens.
*
* 51 2/19/98 6:26p Dave
* Fixed a few file xfer bugs. Tweaked mp team select screen. Put in
* initial support for player data uploading.
*
* 50 2/18/98 3:56p Dave
* Several bugs fixed for mp team select screen. Put in standalone packet
* routing for team select.
*
* 49 2/17/98 6:07p Dave
* Tore out old multiplayer team select screen, installed new one.
*
* 48 2/13/98 3:46p Dave
* Put in dynamic chatbox sizing. Made multiplayer file lookups use cfile
* functions.
*
* 47 2/10/98 8:40p Dave
* Fixed some debriefing bugs.
*
* 46 2/04/98 11:06p Lawrance
* Fix a couple of bugs with save/restore of player weapon loadout.
*
* 45 2/04/98 4:32p Allender
* support for multiple briefings and debriefings. Changes to mission
* type (now a bitfield). Bitfield defs for multiplayer modes
*
* 44 1/30/98 10:40a Lawrance
* remove any binding references to hotkey screen
*
* 43 1/20/98 5:52p Lawrance
* prompt user before returning to main hall (in single player)
*
* 42 1/17/98 5:51p Dave
* Bug fixes for bugs generated by multiplayer testing.
*
* 41 1/14/98 11:39a Dave
* Polished up a bunch of popup support items.
*
* 40 1/13/98 5:35p Lawrance
* Show popup when trying to go to weapons loadout without any ships
* selected.
*
* 39 1/10/98 5:48p Lawrance
* Don't allow Tab to go to ship/weapon loadout screen in training, play
* negative feedback sounds if user tries to.
*
* 38 1/10/98 12:45a Lawrance
* Don't restore loadout if mission was modified.
*
* 37 1/09/98 6:06p Dave
* Put in network sound support for multiplayer ship/weapon select
* screens. Made clients exit game correctly through warp effect. Fixed
* main hall menu help overlay bug.
*
* 36 1/09/98 11:04a Lawrance
* Fix bug that prevented buttons from flashing in the loadout screens.
*
* 35 1/07/98 6:45p Lawrance
* Play first briefing music if none specified.
*
* 34 1/05/98 4:57p Lawrance
* reset flash timers when a button is pressed or a key is pressed
*
* 33 12/30/97 5:46p Lawrance
* Rename rnd() to rand_alt().
*
* 32 12/30/97 4:27p Lawrance
* Add new rnd() function that doesn't affect rand() sequence.
*
* 31 12/29/97 4:21p Lawrance
* Flash buttons on briefing/ship select/weapons loadout when enough time
* has elapsed without activity.
*
* 30 12/28/97 5:52p Lawrance
* Add support for debriefing success/fail music.
*
* 29 12/24/97 8:54p Lawrance
* Integrating new popup code
*
* 28 12/24/97 1:19p Lawrance
* fix some bugs with the multiplayer ship/weapons loadout
*
* 27 12/23/97 11:58a Allender
* changes to ship/wespon selection for multplayer. added sounds to some
* interface screens. Update and modiied end-of-briefing packets -- yet
* to be tested.
*
* $NoKeywords: $
*
*/
#include <limits.h> // this is need even when not building debug!!
#include "gamesnd/eventmusic.h"
#include "io/key.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "missionui/missionweaponchoice.h"
#include "missionui/missionbrief.h"
#include "io/timer.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "palman/palman.h"
#include "io/mouse.h"
#include "gamehelp/contexthelp.h"
#include "cmdline/cmdline.h"
#include "globalincs/linklist.h"
#include "popup/popup.h"
#include "hud/hudwingmanstatus.h"
#include "ui/uidefs.h"
#include "anim/animplay.h"
#include "ship/ship.h"
#include "render/3d.h"
#include "lighting/lighting.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multiteamselect.h"
#include "network/multi_endgame.h"
#include "missionui/chatbox.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
int Flash_timer; // timestamp used to start flashing
int 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();
//////////////////////////////////////////////////////////////////
// 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();
}
#ifdef DEMO // allow for FS2_DEMO
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();
#endif
}
void set_active_ui(UI_WINDOW *ui_window)
{
Active_ui_window = ui_window;
}
void common_music_init(int score_index)
{
#ifndef NO_SOUND
if ( Cmdline_freespace_no_music ) {
return;
}
if ( score_index >= NUM_SCORES ) {
Int3();
return;
}
if ( Mission_music[score_index] < 0 ) {
if ( Num_music_files > 0 ) {
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;
}
}
briefing_load_music( Spooled_music[Mission_music[score_index]].filename );
// Use this id to trigger the start of music playing on the briefing screen
Briefing_music_begin_timestamp = timestamp(BRIEFING_MUSIC_DELAY);
#endif
}
void common_music_do()
{
#ifndef NO_SOUND
if ( Cmdline_freespace_no_music ) {
return;
}
// Use this id to trigger the start of music playing on the briefing screen
if ( timestamp_elapsed( Briefing_music_begin_timestamp) ) {
Briefing_music_begin_timestamp = 0;
briefing_start_music();
}
#endif
}
void common_music_close()
{
#ifndef NO_SOUND
if ( Cmdline_freespace_no_music ) {
return;
}
if ( Num_music_files <= 0 )
return;
briefing_stop_music();
#endif
}
// 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(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(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);
}
*/
#ifndef HARDWARE_ONLY
palette_use_bm_palette(InterfacePaletteBitmap);
#endif
}
// 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;
}
// restore the normal game palette
palette_restore_palette();
}
// Init timers used for flashing buttons
void common_flash_button_init()
{
Flash_timer = timestamp(MSC_FLASH_AFTER_TIME);
Flash_toggle = 1;
Flash_bright = 0;
}
// determine if we should draw a button as bright
int common_flash_bright()
{
if ( timestamp_elapsed(Flash_timer) ) {
if ( timestamp_elapsed(Flash_toggle) ) {
Flash_toggle = 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()
{
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;
#ifndef DEMO // not for FS2_DEMO
/*
if ( current_detail_level() >= (NUM_DEFAULT_DETAIL_LEVELS-2) ) {
anim_play_struct aps;
// Load in the background transition anim
if ( Game_mode & GM_MULTIPLAYER )
Background_anim = anim_load("BriefTransMulti", 1); // 1 as last parm means file is mem-mapped
else {
Background_anim = anim_load("BriefTrans", 1); // 1 as last parm means file is mem-mapped
}
Assert( Background_anim != NULL );
anim_play_init(&aps, Background_anim, 0, 0);
aps.framerate_independent = 1;
aps.skip_frames = 0;
Background_anim_instance = anim_play(&aps);
Background_playing = 1; // start playing the Background anim
}
*/
Current_screen = Next_screen = ON_BRIEFING_SELECT;
// load in the icons for the wing slots
load_wing_icons(NOX("iconwing01"));
#endif
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();
weapon_select_common_init();
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_restore_loadout();
ss_synch_interface();
wl_synch_interface();
}
}
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(BR_OVERLAY) || help_overlay_active(SS_OVERLAY) || help_overlay_active(WL_OVERLAY) ) {
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(BR_OVERLAY) || help_overlay_active(SS_OVERLAY) || help_overlay_active(WL_OVERLAY) ) {
help_overlay_set_state(BR_OVERLAY, 0);
help_overlay_set_state(SS_OVERLAY, 0);
help_overlay_set_state(WL_OVERLAY, 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_set_bitmap(Brief_background_bitmap);
gr_bitmap(0, 0);
}
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(SND_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(SND_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(SND_SCREEN_MODE_PRESSED);
Next_screen = ON_SHIP_SELECT;
}
break;
case COMMON_OPTIONS_BUTTON:
gamesnd_play_iface(SND_SWITCH_SCREENS);
gameseq_post_event( GS_EVENT_OPTIONS_MENU );
break;
case COMMON_HELP_BUTTON:
gamesnd_play_iface(SND_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(SND_GENERAL_FAIL);
break;
}
#ifndef DEMO // not for FS2_DEMO
if ( Current_screen != ON_WEAPON_SELECT && !Background_playing ) {
if ( !wss_slots_all_empty() ) {
Next_screen = ON_WEAPON_SELECT;
} else {
common_show_no_ship_error();
}
}
#else
gamesnd_play_iface(SND_GENERAL_FAIL);
#endif
break;
case KEY_S:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(SND_GENERAL_FAIL);
break;
}
#ifndef DEMO // not for FS2_DEMO
if ( Current_screen != ON_SHIP_SELECT && !Background_playing ) {
Next_screen = ON_SHIP_SELECT;
}
#else
gamesnd_play_iface(SND_GENERAL_FAIL);
#endif
break;
case KEY_SHIFTED+KEY_TAB:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(SND_GENERAL_FAIL);
break;
}
#ifndef DEMO // not for FS2_DEMO
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
}
#else
gamesnd_play_iface(SND_GENERAL_FAIL);
#endif
break;
case KEY_TAB:
if ( brief_only_allow_briefing() ) {
gamesnd_play_iface(SND_GENERAL_FAIL);
break;
}
#ifndef DEMO // not for FS2_DEMO
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
}
#else
gamesnd_play_iface(SND_GENERAL_FAIL);
#endif
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(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;
}
// 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_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) ) {
return;
}
// restore the ship pool
for ( i = 0; i < MAX_SHIP_CLASSES; i++ ) {
Ss_pool[i] = Player_loadout.ship_pool[i];
}
// restore the weapons pool
for ( i = 0; i < MAX_WEAPON_TYPES; i++ ) {
Wl_pool[i] = Player_loadout.weapon_pool[i];
}
// restore the ship class / weapons for each slot
for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
slot = &Player_loadout.unit_data[i];
Wss_slots[i].ship_class = slot->ship_class;
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
Wss_slots[i].wep[j]= slot->wep[j];
Wss_slots[i].wep_count[j] = slot->wep_count[j];
}
}
}
// 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) ) {
return;
}
for ( i = 0; i < MAX_WING_BLOCKS; i++ ) {
if ( Starting_wings[i] < 0 )
continue;
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) ) {
slot = &Player_loadout.unit_data[i*MAX_WING_SLOTS+j];
if ( p_objp->wingnum == WING_INDEX(wp) ) {
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++ ) {
slot = &Player_loadout.unit_data[i*MAX_WING_SLOTS+j];
shipp = &Ships[wp->ship_index[j]];
if ( shipp->ship_info_index != slot->ship_class ) {
if ( wp->ship_index[j] == -1 ) {
continue;
}
if ( slot->ship_class == -1 ) {
cleanup_ship_index[j] = wp->ship_index[j];
ship_add_exited_ship( shipp, SEF_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 *block, int max_size, int sound,int player_index)
{
int j, i,offset=0;
short player_id;
short ishort;
// 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
for ( i = 0; i < MAX_SHIP_CLASSES; i++ ) {
if ( Ss_pool[i] > 0 ) {
block[offset++] = (ubyte)i;
Assert( Ss_pool[i] < UCHAR_MAX );
// take care of sign issues
if(Ss_pool[i] == -1){
block[offset++] = 0xff;
} else {
block[offset++] = (ubyte)Ss_pool[i];
}
}
}
block[offset++] = 0xff; // signals start of weapons pool
// write the weapon pool
for ( i = 0; i < MAX_WEAPON_TYPES; i++ ) {
if ( Wl_pool[i] > 0 ) {
block[offset++] = (ubyte)i;
ishort = INTEL_SHORT( (short)Wl_pool[i] );
memcpy(block+offset, &ishort, sizeof(short));
offset += sizeof(short);
}
}
// write the unit data
block[offset++] = 0xff; // signals start of unit data
for ( i=0; i<MAX_WSS_SLOTS; i++ ) {
Assert( Wss_slots[i].ship_class < UCHAR_MAX );
if(Wss_slots[i].ship_class == -1){
block[offset++] = 0xff;
} else {
block[offset++] = (ubyte)(Wss_slots[i].ship_class);
}
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
// take care of sign issues
Assert( Wss_slots[i].wep[j] < UCHAR_MAX );
if(Wss_slots[i].wep[j] == -1){
block[offset++] = 0xff;
} else {
block[offset++] = (ubyte)(Wss_slots[i].wep[j]);
}
Assert( Wss_slots[i].wep_count[j] < SHRT_MAX );
ishort = INTEL_SHORT( (short)Wss_slots[i].wep_count[j] );
memcpy(&(block[offset]), &(ishort), sizeof(short) );
offset += sizeof(short);
}
// mwa -- old way below -- too much space
//memcpy(block+offset, &Wss_slots[i], sizeof(wss_unit));
//offset += sizeof(wss_unit);
}
// any sound index
if(sound == -1){
block[offset++] = 0xff;
} else {
block[offset++] = (ubyte)sound;
}
// 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;
}
player_id = INTEL_SHORT( player_id );
memcpy(block+offset,&player_id,sizeof(player_id));
offset += sizeof(player_id);
Assert( offset < max_size );
return offset;
}
int restore_wss_data(ubyte *block)
{
int i, j, sanity, offset=0;
ubyte b1, b2,sound;
short ishort;
short player_id;
// 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
sanity=0;
memset(Ss_pool, 0, MAX_SHIP_CLASSES*sizeof(int));
for (;;) {
if ( sanity++ > MAX_SHIP_CLASSES ) {
Int3();
break;
}
b1 = block[offset++];
if ( b1 == 0xff ) {
break;
}
// take care of sign issues
b2 = block[offset++];
if(b2 == 0xff){
Ss_pool[b1] = -1;
} else {
Ss_pool[b1] = b2;
}
}
// restore weapons pool
sanity=0;
memset(Wl_pool, 0, MAX_WEAPON_TYPES*sizeof(int));
for (;;) {
if ( sanity++ > MAX_WEAPON_TYPES ) {
Int3();
break;
}
b1 = block[offset++];
if ( b1 == 0xff ) {
break;
}
memcpy(&ishort, block+offset, sizeof(short));
offset += sizeof(short);
Wl_pool[b1] = INTEL_SHORT( ishort );
}
for ( i=0; i<MAX_WSS_SLOTS; i++ ) {
if(block[offset] == 0xff){
Wss_slots[i].ship_class = -1;
} else {
Wss_slots[i].ship_class = block[offset];
}
offset++;
for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
// take care of sign issues
if(block[offset] == 0xff){
Wss_slots[i].wep[j] = -1;
offset++;
} else {
Wss_slots[i].wep[j] = (int)(block[offset++]);
}
memcpy( &ishort, &(block[offset]), sizeof(short) );
ishort = INTEL_SHORT( ishort );
Wss_slots[i].wep_count[j] = (int)ishort;
offset += sizeof(short);
}
// mwa -- old way below
//memcpy(&Wss_slots[i], block+offset, sizeof(wss_unit));
//offset += sizeof(wss_unit);
}
// read in the sound data
sound = block[offset++]; // the sound index
// read in the player address
memcpy(&player_id,block+offset,sizeof(player_id));
player_id = INTEL_SHORT( player_id );
offset += sizeof(short);
// 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 != 0xff){
gamesnd_play_iface((int)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, bool resize)
{
matrix object_orient = IDENTITY_MATRIX;
angles rot_angles = {0.0f,0.0f,0.0f};
float zoom = closeup_zoom * 2.5f;
if(sip == NULL)
{
//Assume it's a weapon
rot_angles.h = -(PI_2);
}
else if(sip->flags & SIF_SMALL_SHIP)
{
rot_angles.p = -(PI_2);
}
else if((sip->max_speed <= 0.0f) && !(sip->flags & SIF_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);
g3_start_frame(1);
if(sip != NULL)
{
g3_set_view_matrix( &sip->closeup_pos, &vmd_identity_matrix, zoom);
if (!Cmdline_nohtl) {
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].is_thruster)
{
bs = &pm->submodel[i];
break;
}
}
if(bs == NULL)
{
bs = &pm->submodel[0];
}
vec3d weap_closeup;
float y_closeup;
//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(zoom/2.0f));
y_closeup = -(weap_closeup.xyz.y/tanf(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;
}
// weap_closeup.xyz.x = bs->min.xyz.x + (bs->max.xyz.x - bs->min.xyz.x)/2.0f;
g3_set_view_matrix( &weap_closeup, &vmd_identity_matrix, zoom);
if (!Cmdline_nohtl) {
gr_set_proj_matrix(0.5f*Proj_fov, gr_screen.clip_aspect, 0.05f, 1000.0f);
}
}
model_set_detail_level(0);
if (!Cmdline_nohtl) {
gr_set_view_matrix(&Eye_position, &Eye_matrix);
}
if(!(flags & MR_NO_LIGHTING))
{
light_reset();
vec3d light_dir = vmd_zero_vector;
light_dir.xyz.x = -0.5;
light_dir.xyz.y = 2.0f;
light_dir.xyz.z = -2.0f;
light_add_directional(&light_dir, 0.65f, 1.0f, 1.0f, 1.0f);
// light_filter_reset();
light_rotate_all();
// lighting for techroom
}
model_clear_instance(model_id);
model_render(model_id, &object_orient, &vmd_zero_vector, flags, -1, -1);
if (!Cmdline_nohtl)
{
gr_end_view_matrix();
gr_end_proj_matrix();
}
g3_end_frame();
gr_reset_clip();
}
void draw_model_rotating(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, bool resize)
{
angles rot_angles, view_angles;
matrix model_orient;
// 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);
gr_set_clip(x1, y1, x2, y2, resize);
// render the ship
g3_start_frame(1);
if(closeup_pos != NULL)
{
g3_set_view_matrix(closeup_pos, &vmd_identity_matrix, closeup_zoom);
}
else
{
polymodel *pm = model_get(model_id);
vec3d pos = { { { 0.0f, 0.0f, -(pm->rad * 1.5f) } } };
g3_set_view_matrix(&pos, &vmd_identity_matrix, closeup_zoom);
flags |= MR_IS_MISSILE;
}
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);
}
// lighting for techroom
light_reset();
vec3d light_dir = vmd_zero_vector;
light_dir.xyz.y = 1.0f;
light_add_directional(&light_dir, 0.65f, 1.0f, 1.0f, 1.0f);
light_rotate_all();
// lighting for techroom
model_clear_instance(model_id);
model_set_detail_level(0);
model_render(model_id, &model_orient, &vmd_zero_vector, flags);
if (!Cmdline_nohtl)
{
gr_end_view_matrix();
gr_end_proj_matrix();
}
g3_end_frame();
}
// NEWSTUFF END