mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 12:41:35 -10:00
2288 lines
71 KiB
C++
2288 lines
71 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
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* $Revision: 2.21 $
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* $Date: 2004-10-31 21:53:23 $
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* $Author: taylor $
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*
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* Header file for main-hall menu code
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.20 2004/07/26 20:47:36 Kazan
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* remove MCD complete
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*
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* Revision 2.19 2004/07/12 16:32:53 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.18 2004/07/01 01:12:32 bobboau
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* implemented index buffered background bitmaps,
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* OGL people you realy should get this implemented
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*
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* Revision 2.17 2004/04/30 18:33:22 Kazan
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* Lobby screen only shows when PXO_LOBBY is defined
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*
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* Revision 2.16 2004/03/08 22:02:39 Kazan
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* Lobby GUI screen restored
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*
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* Revision 2.15 2004/03/05 09:01:53 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.14 2004/02/28 14:14:57 randomtiger
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* Removed a few uneeded if DIRECT3D's.
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* Set laser function to only render the effect one sided.
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* Added some stuff to the credits.
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* Set D3D fogging to fall back to vertex fog if table fog not supported.
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*
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* Revision 2.13 2004/02/16 11:47:33 randomtiger
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* Removed a lot of files that we dont need anymore.
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* Changed htl to be on by default, command now -nohtl
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* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
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* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
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* Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
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*
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* Revision 2.12 2004/02/14 00:18:33 randomtiger
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* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
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* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
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* Removal of many files from project.
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* Removal of meanless Gr_bitmap_poly variable.
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* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
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* Removal of redundant Fred paths that arent needed for Fred OGL.
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* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
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* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
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* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
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*
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* Revision 2.11 2004/01/24 15:52:26 randomtiger
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* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
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* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
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*
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* Revision 2.10 2003/11/06 21:10:26 randomtiger
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* Added my batching solution for more efficient d3d_string.
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* Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in.
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*
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* Revision 2.9 2003/10/27 23:04:22 randomtiger
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* Added -no_set_gamma flags
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* Fixed up some more non standard res stuff
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* Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
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* Made fade in credits work
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* Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
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* Deleted directx8 directory content, has never been needed.
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*
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* Revision 2.8 2003/10/17 17:18:43 randomtiger
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* Big restructure for D3D and new modules grd3dlight and grd3dsetup
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*
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* Revision 2.7 2003/03/18 10:07:03 unknownplayer
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* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
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*
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* Revision 2.6 2003/01/15 21:29:04 anonymous
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* fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory.
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*
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* Revision 2.5 2002/08/27 13:38:58 penguin
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* Moved DirectX8 stuff to directx8 branch; reverted to previous
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*
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* Revision 2.3.2.4 2002/09/24 18:56:43 randomtiger
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* DX8 branch commit
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*
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* This is the scub of UP's previous code with the more up to date RT code.
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* For full details check previous dev e-mails
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*
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* Revision 2.3.2.2 2002/08/28 12:39:36 randomtiger
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* OK, this should be a commit to the DX branch or Im going to be in a lot of trouble.
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* The movie and dx8show files have been cleaned up big time.
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* My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details.
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* Aside from that a few changes to help the movie code work properly.
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* Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2.
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* Im going to leave this as a bug for now, serves you right for buying voodoo!
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*
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* Revision 2.3.2.1 2002/08/27 13:22:11 penguin
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* Moved to directx8 branch
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*
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* Revision 2.4 2002/08/18 19:48:29 randomtiger
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* Added new lib files: strmiids and ddraw to get dshow working
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* Added new command line parameter to active direct show movie play: -dshowvid
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* Uncommented movie_play calls and includes
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*
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* Revision 2.3 2002/08/04 05:12:10 penguin
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* Change version display location
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*
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* Revision 2.2 2002/08/01 01:41:06 penguin
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* The big include file move
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*
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* Revision 2.1 2002/07/29 07:56:10 DTP
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* FIX; Startgame arguement dont go ahead when a singleplayer pilot is selected
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*
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* Revision 2.0 2002/06/03 04:02:24 penguin
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* Warpcore CVS sync
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*
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* Revision 1.8 2002/05/17 03:05:08 mharris
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* more porting tweaks
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*
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* Revision 1.7 2002/05/16 06:07:38 mharris
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* more ifndef NO_SOUND
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*
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* Revision 1.6 2002/05/13 15:11:03 mharris
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* More NO_NETWORK ifndefs added
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*
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* Revision 1.5 2002/05/10 20:42:43 mharris
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* use "ifndef NO_NETWORK" all over the place
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*
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* Revision 1.4 2002/05/09 23:02:52 mharris
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* Not using default values for audiostream functions, since they may
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* be macros (if NO_SOUND is defined)
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*
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* Revision 1.3 2002/05/09 13:51:37 mharris
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* Added ifndef NO_DIRECT3D; removed dead test code
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:09 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 62 10/28/99 2:04a Jefff
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* fixed a string
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*
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* 61 9/15/99 6:28p Dave
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* No load mission button in RELEASE_REAL
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*
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* 60 9/13/99 4:52p Dave
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* RESPAWN FIX
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*
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* 59 9/13/99 11:30a Dave
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* Added checkboxes and functionality for disabling PXO banners as well as
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* disabling d3d zbuffer biasing.
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*
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* 58 9/07/99 6:55p Jefff
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* added jump-to-campaign-mission cheat
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*
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* 57 9/07/99 4:01p Dave
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* Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
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* does everything properly (setting up address when binding). Remove
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* black rectangle background from UI_INPUTBOX.
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*
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* 56 9/06/99 6:38p Dave
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* Improved CD detection code.
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*
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* 55 9/06/99 1:30a Dave
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* Intermediate checkin. Started on enforcing CD-in-drive to play the
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* game.
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*
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* 54 9/03/99 1:31a Dave
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* CD checking by act. Added support to play 2 cutscenes in a row
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* seamlessly. Fixed super low level cfile bug related to files in the
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* root directory of a CD. Added cheat code to set campaign mission # in
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* main hall.
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*
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* 53 9/01/99 11:02p Dave
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* Made head guy look right when not animating.
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*
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* 52 8/27/99 12:04a Dave
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* Campaign loop screen.
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*
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* 51 8/26/99 9:45a Dave
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* First pass at easter eggs and cheats.
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*
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* 50 8/25/99 11:57a Jefff
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* freespace -> freespace 2 in tooltip strings
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*
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* 49 8/25/99 10:50a Dave
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* Added music to the mainhall.tbl
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*
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* 48 8/24/99 8:55p Dave
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* Make sure nondimming pixels work properly in tech menu.
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*
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* 47 8/18/99 11:44a Jefff
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* minor string fixes
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*
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* 46 8/10/99 4:45p Jefff
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* changed a string
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*
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* 45 8/06/99 1:01p Andsager
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* disable quick start (g) for demo
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*
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* 44 8/05/99 10:34a Jefff
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* more mouseover sound fixes
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*
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* 43 8/04/99 9:12p Andsager
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* Add campaign room popup allowing restart of campaign in demo.
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*
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* 42 8/04/99 5:36p Dave
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* Make glide and D3D switch out properly.
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*
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* 41 8/04/99 4:35p Jefff
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* fixed tech room & options sounds playing only once
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*
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* 40 8/03/99 5:41p Jefff
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* made "f1 for help" draw after animations, and stop if help overlay
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* active
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*
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* 39 8/03/99 4:42p Jefff
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* small f1 text fix
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*
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* 38 8/03/99 3:48p Jefff
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*
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* 37 8/02/99 9:13p Dave
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* Added popup tips.
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*
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* 36 8/02/99 2:26p Jefff
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* "press f1.." text reworked
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*
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* 35 8/02/99 12:19p Andsager
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* disable "L" load screen
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*
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* 34 8/02/99 11:12a Jefff
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* adjusted tooltip shader stuff for more a more pleasing effect.
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*
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* 33 7/30/99 6:05p Jefff
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* added shader behind tooltip text
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*
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* 32 7/30/99 4:20p Andsager
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* Added user click sounds to main hall
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*
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* 31 7/29/99 10:47p Dave
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* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
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*
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* 30 7/27/99 6:53p Dave
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* Hi-res main hall support.
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*
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* 29 7/16/99 1:49p Dave
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* 8 bit aabitmaps. yay.
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*
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* 28 7/15/99 9:20a Andsager
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* FS2_DEMO initial checkin
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*
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* 27 7/13/99 1:15p Dave
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* 32 bit support. Whee!
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*
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* 26 6/25/99 2:51p Jasons
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* Changed wording of network error message.
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*
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* 25 6/21/99 1:30p Alanl
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* changed main menu music tag
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*
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* 24 6/19/99 3:56p Dave
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* Moved main hall definitions into a table file. Whee!
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*
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* 23 6/11/99 11:13a Dave
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* last minute changes before press tour build.
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*
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* 22 5/09/99 8:57p Dave
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* Final E3 build preparations.
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*
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* 21 4/25/99 3:02p Dave
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* Build defines for the E3 build.
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*
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* 20 4/12/99 10:07p Dave
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* Made network startup more forgiving. Added checkmarks to dogfight
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* screen for players who hit commit.
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*
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* 19 3/28/99 5:58p Dave
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* Added early demo code. Make objects move. Nice and framerate
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* independant, but not much else. Don't use yet unless you're me :)
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*
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* 18 3/25/99 5:47p Dave
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* Removed the whee
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*
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* 17 3/19/99 9:51a Dave
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* Checkin to repair massive source safe crash. Also added support for
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* pof-style nebulae, and some new weapons code.
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*
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* 16 2/25/99 4:19p Dave
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* Added multiplayer_beta defines. Added cd_check define. Fixed a few
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* release build warnings. Added more data to the squad war request and
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* response packets.
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*
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* 15 2/03/99 11:44a Dave
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* Fixed d3d transparent textures.
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*
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* 14 1/30/99 5:08p Dave
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* More new hi-res stuff.Support for nice D3D textures.
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*
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* 13 1/27/99 9:56a Dave
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* Temporary checkin of beam weapons for Dan to make cool sounds.
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*
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* 12 12/31/98 11:23a Dave
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* Put mini-indicators for status of ships.tbl and weapons.tbl in the
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* lower left corner of the main hall.
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*
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* 11 12/18/98 1:13a Dave
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* Rough 1024x768 support for Direct3D. Proper detection and usage through
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* the launcher.
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*
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* 10 11/30/98 1:07p Dave
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* 16 bit conversion, first run.
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*
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* 9 11/20/98 4:08p Dave
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* Fixed flak effect in multiplayer.
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*
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* 8 11/20/98 11:16a Dave
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* Fixed up IPX support a bit. Making sure that switching modes and
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* loading/saving pilot files maintains proper state.
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*
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* 7 11/19/98 4:57p Dave
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* Ignore PXO option if IPX is selected.
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*
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* 6 11/19/98 4:19p Dave
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* Put IPX sockets back in psnet. Consolidated all multiplayer config
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* files into one.
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*
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* 5 11/05/98 5:55p Dave
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* Big pass at reducing #includes
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*
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* 4 11/05/98 4:18p Dave
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* First run nebula support. Beefed up localization a bit. Removed all
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* conditional compiles for foreign versions. Modified mission file
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* format.
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*
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* 3 10/13/98 9:28a Dave
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* Started neatening up freespace.h. Many variables renamed and
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* reorganized. Added AlphaColors.[h,cpp]
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:49a Dave
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*
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* 103 10/02/98 3:22p Allender
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* fix up the -connect option and fix the -port option
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*
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* 102 8/20/98 5:31p Dave
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* Put in handy multiplayer logfile system. Now need to put in useful
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* applications of it all over the code.
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*
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* 101 8/07/98 10:40a Allender
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* new command line flags for starting netgames. Only starting currently
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* works, and PXO isn't implemented yet
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*
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* 100 7/13/98 10:46a Lawrance
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* Index another localized string
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*
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* 99 7/10/98 1:13a Allender
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* lots of small multiplayer update changes. Code in launcher to specify
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* connection speed. A couple of small fixes regarding empty mission
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* files. Time out players after 10 second when they don't connect on
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* their reliable socket.
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*
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* 98 6/09/98 10:31a Hoffoss
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* Created index numbers for all xstr() references. Any new xstr() stuff
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* added from here on out should be added to the end if the list. The
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* current list count can be found in FreeSpace.cpp (search for
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* XSTR_SIZE).
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*
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* 97 6/05/98 9:50a Lawrance
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* OEM changes
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*
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* 96 6/01/98 11:43a John
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* JAS & MK: Classified all strings for localization.
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*
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* 95 5/22/98 9:02p Allender
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* remove G key from main hall
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*
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* 94 5/22/98 10:54a Allender
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* new dialog information for networking to tell user if connection type
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* doesn't match the setup specified type
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*
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* 93 5/15/98 5:15p Dave
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* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
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* status for team vs. team. Put in asserts to check for invalid team vs.
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* team situations.
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*
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* 92 5/13/98 12:23a Lawrance
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* Don't init main hall if already inited... not needed now, but may be
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* useful if we don't always want to call main_hall_close() when switching
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* states
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*
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* 91 5/12/98 2:46a Dave
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* Rudimentary communication between Parallax Online and freespace. Can
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* get and store channel lists.
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*
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* 90 5/08/98 5:33p Lawrance
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* check for CD when trying to enter ready room in single player
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*
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*
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* $NoKeywords: $
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*
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*/
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#include "menuui/mainhallmenu.h"
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#include "palman/palman.h"
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#include "gamesequence/gamesequence.h"
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#include "anim/animplay.h"
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#include "anim/packunpack.h"
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#include "io/key.h"
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#include "io/timer.h"
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#include "menuui/snazzyui.h"
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#include "playerman/player.h"
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#include "sound/audiostr.h"
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#include "gamesnd/gamesnd.h"
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#include "gamesnd/eventmusic.h"
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#include "io/mouse.h"
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#include "gamehelp/contexthelp.h"
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#include "cmdline/cmdline.h"
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#include "popup/popup.h"
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#include "menuui/playermenu.h"
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#include "freespace2/freespace.h"
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#include "globalincs/alphacolors.h"
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#include "menuui/fishtank.h"
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#include "mission/missioncampaign.h"
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#include "parse/parselo.h"
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#ifndef NO_NETWORK
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#include "network/multiui.h"
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#include "network/multiutil.h"
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#include "network/multi_voice.h"
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#include "network/multi.h"
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#endif
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#ifndef NDEBUG
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#include "cutscene/movie.h"
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#include "demo/demo.h"
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#include "mission/missionload.h"
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#endif
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// ----------------------------------------------------------------------------
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// MAIN HALL DATA DEFINES
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//
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#define MAX_RANDOM_INTERCOM_SOUNDS 10
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#define NUM_RANDOM_INTERCOM_SOUNDS_0 3
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#define NUM_RANDOM_INTERCOM_SOUNDS_1 3
|
|
|
|
#define MAX_MISC_ANIMATIONS 10
|
|
#define NUM_MISC_ANIMATIONS_0 2
|
|
#define NUM_MISC_ANIMATIONS_1 4
|
|
|
|
#define MAX_DOOR_ANIMATIONS 10
|
|
#define NUM_DOOR_ANIMATIONS_0 6
|
|
#define NUM_DOOR_ANIMATIONS_1 6
|
|
|
|
#define MAX_DOOR_SOUNDS 10
|
|
#define NUM_DOOR_SOUNDS_0 6
|
|
#define NUM_DOOR_SOUNDS_1 6
|
|
|
|
#define MISC_ANIM_MODE_LOOP 0 // loop the animation
|
|
#define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
|
|
#define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
|
|
|
|
#define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
|
|
typedef struct main_hall_defines {
|
|
// bitmap and mask
|
|
char bitmap[MAX_FILENAME_LEN+1];
|
|
char mask[MAX_FILENAME_LEN+1];
|
|
|
|
// music
|
|
char music[MAX_FILENAME_LEN+1];
|
|
|
|
// intercom defines -------------------
|
|
|
|
// # of intercom sounds
|
|
int num_random_intercom_sounds;
|
|
|
|
// random (min/max) delays between playing intercom sounds
|
|
int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
|
|
|
|
// intercom sounds themselves
|
|
int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
|
|
|
|
// intercom sound pan values
|
|
float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
|
|
|
|
|
|
// misc animations --------------------
|
|
|
|
// # of misc animations
|
|
int num_misc_animations;
|
|
|
|
// filenames of the misc animations
|
|
char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
|
|
|
|
// Time until we will next play a given misc animation, min delay, and max delay
|
|
int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
|
|
|
|
// coords of where to play the misc anim
|
|
int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
|
|
|
|
// misc anim play modes (see MISC_ANIM_MODE_* above)
|
|
int misc_anim_modes[MAX_MISC_ANIMATIONS];
|
|
|
|
// panning values for each of the misc anims
|
|
float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
|
|
|
|
// [N][0] == # of sounds, [N][1-9] sound index
|
|
int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
|
|
|
|
// [N][0] == # of triggers, [N][1-9] >= frame num
|
|
int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
|
|
|
|
// [N][0] == # of handles, [N][1-9] == sound handle num
|
|
int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
|
|
|
|
// [N][0] == # of handles, [N][1-9] == sound "should" be playing
|
|
int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
|
|
|
|
|
|
// door animations --------------------
|
|
|
|
// # of door animations
|
|
int num_door_animations;
|
|
|
|
// filenames of the door animations
|
|
char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];
|
|
|
|
// first pair : coords of where to play a given door anim
|
|
// second pair : center of a given door anim in windowed mode
|
|
int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
|
|
|
|
|
|
// door sounds ------------------------
|
|
|
|
// # of door sounds
|
|
int num_door_sounds;
|
|
|
|
// sounds for each region (open/close)
|
|
int door_sounds[MAX_DOOR_SOUNDS][2];
|
|
|
|
// pan values for the door sounds
|
|
float door_sound_pan[MAX_DOOR_SOUNDS];
|
|
|
|
|
|
// region descriptions ----------------
|
|
|
|
// text (tooltip) description
|
|
char *region_descript[NUM_REGIONS];
|
|
|
|
// y coord of where to draw tooltip text
|
|
int region_yval;
|
|
|
|
} main_hall_defines;
|
|
|
|
|
|
// use main hall 0 by default
|
|
main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
|
|
main_hall_defines *Main_hall = &Main_hall_defines[0][0];
|
|
|
|
int Vasudan_funny = 0;
|
|
int Vasudan_funny_plate = -1;
|
|
|
|
char Main_hall_campaign_cheat[512] = "";
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// MISC interface data
|
|
//
|
|
// is the main hall inited (for reentrancy)
|
|
int Main_hall_inited = 0;
|
|
|
|
// handle to the playing music
|
|
int Main_hall_music_handle = -1;
|
|
|
|
// background bitmap handle
|
|
int Main_hall_bitmap;
|
|
|
|
// background bitmap mask handle
|
|
int Main_hall_mask;
|
|
|
|
// variable used for automatic netgame starting/joining
|
|
int Main_hall_netgame_started = 0;
|
|
|
|
// bitmap struct for th background mask bitmap
|
|
bitmap *Main_hall_mask_bitmap;
|
|
|
|
// actual data for the background mask bitmap
|
|
ubyte *Main_hall_mask_data;
|
|
|
|
int Main_hall_mask_w, Main_hall_mask_h;
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// MOUSE clicking stuff
|
|
//
|
|
// indicates whether a right click occured
|
|
int Main_hall_right_click;
|
|
|
|
// use this to cycle through the selectable regions instead of the mouse's current region
|
|
int Main_hall_last_clicked_region;
|
|
|
|
// use this to determine how long the cursor has to linger on a region before it starts playing
|
|
#define MAIN_HALL_REGION_LINGER 175 // in ms
|
|
int Main_hall_region_linger_stamp = -1;
|
|
|
|
// handle any right clicks which may have occured
|
|
void main_hall_handle_right_clicks();
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// RANDOM intercom sounds
|
|
//
|
|
|
|
// next random intercom sound to play
|
|
int Main_hall_next_intercom_sound = 0;
|
|
|
|
// delay for the next intercom sound
|
|
int Main_hall_next_intercom_sound_stamp = -1;
|
|
|
|
// handle to any playing instance of a random intercom sound
|
|
int Main_hall_intercom_sound_handle = -1;
|
|
|
|
// handle any details related to random intercom sounds
|
|
void main_hall_handle_random_intercom_sounds();
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// MISC animations
|
|
//
|
|
|
|
// the misc animations themselves
|
|
anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
|
|
|
|
// the instance of a given misc animation
|
|
anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];
|
|
|
|
// handle starting, stopping and randomizing misc animations
|
|
void main_hall_handle_misc_anims();
|
|
|
|
// cull any finished misc animation instances
|
|
void main_hall_cull_misc_anim_instances();
|
|
|
|
// render all playing misc animations
|
|
void main_hall_render_misc_anims(float frametime);
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
|
|
//
|
|
#define DOOR_TEXT_X 100
|
|
#define DOOR_TEXT_Y 450
|
|
|
|
// the door animations themselves
|
|
anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
|
|
|
|
// the instance of a given door animation
|
|
anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
|
|
|
|
// render all playing door animations
|
|
void main_hall_render_door_anims(float frametime);
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// SNAZZY MENU stuff
|
|
//
|
|
#define NUM_MAIN_HALL_REGIONS 10
|
|
#define NUM_MAIN_HALL_MOUSE_REGIONS 6
|
|
|
|
// region mask #'s (identifiers)
|
|
#define EXIT_REGION 0
|
|
#define BARRACKS_REGION 1
|
|
#define READY_ROOM_REGION 2
|
|
#define TECH_ROOM_REGION 3
|
|
#define OPTIONS_REGION 4
|
|
#define CAMPAIGN_ROOM_REGION 5
|
|
#define MULTIPLAYER_REGION 10
|
|
#define LOAD_MISSION_REGION 11
|
|
#define QUICK_START_REGION 12
|
|
#define SKILL_LEVEL_REGION 13
|
|
|
|
// all the menu regions in the main hall
|
|
MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
|
|
|
|
// # of regions (options) on this screen. parsed from a table
|
|
int Main_hall_num_options;
|
|
|
|
// region over which the mouse is currently residing, or -1 if over no region
|
|
// NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
|
|
// to do this. Otherwise, the door opening and closing animations will get screwed up
|
|
int Main_hall_mouse_region;
|
|
|
|
// set this to skip a frame
|
|
int Main_hall_frame_skip;
|
|
|
|
// do any necessary processing based upon the mouse location
|
|
void main_hall_handle_mouse_location(int cur_region);
|
|
|
|
// if the mouse has moved off of the currently active region, handle the anim accordingly
|
|
void main_hall_mouse_release_region(int region);
|
|
|
|
// if the mouse has moved on this region, handle it accordingly
|
|
void main_hall_mouse_grab_region(int region);
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// SOUND data / handlers
|
|
// -
|
|
|
|
// toaster oven room sound idex
|
|
#define TOASTER_REGION 3
|
|
|
|
// everyone's favorite desk guardian
|
|
#define ALLENDER_REGION 4
|
|
|
|
// handles to the sound instances of the doors opening/closing
|
|
int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {
|
|
-1,-1,-1,-1,-1,-1
|
|
};
|
|
|
|
// sound handle for looping ambient sound
|
|
int Main_hall_ambient_loop = -1;
|
|
|
|
// cull any door sounds that have finished playing
|
|
void main_hall_cull_door_sounds();
|
|
|
|
// handle starting, stopping and reversing "door" animations
|
|
void main_hall_handle_region_anims();
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// warning/notification messages
|
|
//
|
|
#define MAIN_HALL_NOTIFY_TIME 3500
|
|
|
|
// timestamp for the notification messages
|
|
int Main_hall_notify_stamp = -1;
|
|
|
|
// text to display as the current notification message
|
|
char Main_hall_notify_text[300]="";
|
|
|
|
// set the current notification string and the associated timestamp
|
|
void main_hall_set_notify_string(char *str);
|
|
|
|
// handle any drawing, culling, etc of notification messages
|
|
void main_hall_notify_do();
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// MISC functions
|
|
//
|
|
|
|
// upper _RIGHT_ corner for the version text
|
|
#define MAIN_HALL_VERSION_X 630
|
|
#define MAIN_HALL_VERSION_Y 467
|
|
|
|
// main hall help overlay ID
|
|
int Main_hall_overlay_id;
|
|
|
|
// blit the freespace version #
|
|
void main_hall_blit_version();
|
|
|
|
// blit any necessary tooltips
|
|
void main_hall_maybe_blit_tooltips();
|
|
|
|
// shader for behind tooltips
|
|
shader Main_hall_tooltip_shader;
|
|
|
|
// num pixels shader is above/below tooltip text
|
|
static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
|
|
4, // GR_640
|
|
7, // GR_1024
|
|
};
|
|
static int Main_hall_f1_text_frame = 0;
|
|
static int F1_text_done = 0;
|
|
|
|
// read in main hall table
|
|
void main_hall_read_table();
|
|
|
|
// "press f1" for help stuff
|
|
#define MAIN_HALL_HELP_TIME 5000
|
|
int Main_hall_help_stamp = -1;
|
|
void main_hall_process_help_stuff();
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// VOICE RECORDING STUFF
|
|
//
|
|
|
|
// are we currently recording voice?
|
|
int Recording = 0;
|
|
|
|
|
|
// called when multiplayer clicks on the ready room door. May pop up dialog depending on network
|
|
// connection status and errors
|
|
void main_hall_do_multi_ready()
|
|
{
|
|
#ifndef NO_NETWORK
|
|
int error;
|
|
|
|
error = psnet_get_network_status();
|
|
switch( error ) {
|
|
case NETWORK_ERROR_NO_TYPE:
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
|
|
break;
|
|
case NETWORK_ERROR_NO_WINSOCK:
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
|
|
break;
|
|
case NETWORK_ERROR_NO_PROTOCOL:
|
|
if(Multi_options_g.protocol == NET_TCP){
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
|
|
} else {
|
|
Assert(Multi_options_g.protocol == NET_IPX);
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
|
|
}
|
|
break;
|
|
case NETWORK_ERROR_CONNECT_TO_ISP:
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
|
|
break;
|
|
case NETWORK_ERROR_LAN_AND_RAS:
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
|
|
break;
|
|
|
|
case NETWORK_ERROR_NONE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// if our selected protocol is not active
|
|
if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362));
|
|
return;
|
|
}
|
|
if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402));
|
|
return;
|
|
}
|
|
|
|
if ( error != NETWORK_ERROR_NONE ){
|
|
return;
|
|
}
|
|
|
|
// 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
|
|
// determine is a valid connection setting exists
|
|
if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
|
|
return;
|
|
}
|
|
|
|
// go to parallax online
|
|
#ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
|
|
Multi_options_g.pxo = 1;
|
|
Multi_options_g.protocol = NET_TCP;
|
|
gameseq_post_event( GS_EVENT_PXO );
|
|
#else
|
|
|
|
|
|
#if defined(PXO_LOBBY)
|
|
if (Om_tracker_flag)
|
|
{
|
|
Multi_options_g.protocol = NET_TCP;
|
|
gameseq_post_event( GS_EVENT_NET_CHAT );
|
|
|
|
}
|
|
else
|
|
{
|
|
// go to the regular join game screen
|
|
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
|
|
}
|
|
#else
|
|
if (Om_tracker_flag)
|
|
{
|
|
Multi_options_g.protocol = NET_TCP;
|
|
}
|
|
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
|
|
#endif //PXO_LOBBY
|
|
|
|
|
|
#endif //MULTIPLAYER_BETA_BUILD
|
|
|
|
// select protocol
|
|
psnet_use_protocol(Multi_options_g.protocol);
|
|
#endif // ifndef NO_NETWORK
|
|
}
|
|
|
|
|
|
// blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
|
|
// green == valid, red == invalid.
|
|
// ships.tbl will be on the left, weapons.tbl on the right
|
|
int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
|
|
{ 1, 479 },
|
|
{ 1, 767 }
|
|
};
|
|
int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
|
|
{ 3, 479 },
|
|
{ 3, 767 }
|
|
};
|
|
void main_hall_blit_table_status()
|
|
{
|
|
// blit ship table status
|
|
gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
|
|
gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
|
|
|
|
// blit weapon table status
|
|
gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
|
|
gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
|
|
}
|
|
|
|
// bash the player to a specific mission in a campaign
|
|
void main_hall_campaign_cheat()
|
|
{
|
|
char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
|
|
|
|
// yay
|
|
if(ret != NULL) {
|
|
// strcpy(Main_hall_campaign_cheat, ret);
|
|
mission_campaign_jump_to_mission(ret);
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------------------------
|
|
// FUNCTION DEFINITIONS BEGIN
|
|
//
|
|
|
|
// initialize the main hall proper
|
|
void main_hall_init(int main_hall_num)
|
|
{
|
|
if ( Main_hall_inited ) {
|
|
return;
|
|
}
|
|
|
|
int idx,s_idx;
|
|
char temp[100], whee[100];
|
|
|
|
// read in the main hall table
|
|
main_hall_read_table();
|
|
|
|
// create the snazzy interface and load up the info from the table
|
|
snazzy_menu_init();
|
|
read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
|
|
|
|
// assign the proper main hall data
|
|
Assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
|
|
Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
|
|
|
|
// tooltip strings
|
|
Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
|
|
Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
|
|
Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
|
|
Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
|
|
Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
|
|
Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
|
|
Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
|
|
|
|
// init tooltip shader
|
|
float gray_intensity = 0.02f; // nearly black
|
|
gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
|
|
|
|
// load the background bitmap
|
|
Main_hall_bitmap = bm_load(Main_hall->bitmap);
|
|
if(Main_hall_bitmap < 0){
|
|
nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
|
|
}
|
|
|
|
// remove any multiplayer flags from the game mode
|
|
Game_mode &= ~(GM_MULTIPLAYER);
|
|
|
|
// set the interface palette
|
|
#ifndef HARDWARE_ONLY
|
|
palette_use_bm_palette(Main_hall_bitmap);
|
|
#endif
|
|
|
|
Main_hall_mask_w = -1;
|
|
Main_hall_mask_h = -1;
|
|
|
|
// load the mask
|
|
Main_hall_mask = bm_load(Main_hall->mask);
|
|
if (Main_hall_mask < 0) {
|
|
Error(LOCATION,"Could not load in %s!", Main_hall->mask);
|
|
} else {
|
|
// get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
|
|
Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
|
|
Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
|
|
bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
|
|
}
|
|
|
|
// load up the misc animations, and nullify all the delay timestamps for the misc animations
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
|
|
Main_hall_misc_anim[idx] = NULL;
|
|
Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
|
|
if(Main_hall_misc_anim[idx] == NULL) {
|
|
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
|
|
}
|
|
|
|
// null out the animation instances
|
|
Main_hall_misc_anim_instance[idx] = NULL;
|
|
|
|
// null out the delay timestamps
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
}
|
|
|
|
// load up the door animations
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++) {
|
|
Main_hall_door_anim[idx] = NULL;
|
|
Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
|
|
if(Main_hall_door_anim[idx] == NULL){
|
|
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
|
|
}
|
|
|
|
// null out the animation instances
|
|
Main_hall_door_anim_instance[idx] = NULL;
|
|
}
|
|
|
|
// load in help overlay bitmap
|
|
if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
|
|
Main_hall_overlay_id = MH_OVERLAY;
|
|
} else {
|
|
Assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
|
|
Main_hall_overlay_id = MH2_OVERLAY;
|
|
}
|
|
help_overlay_load(Main_hall_overlay_id);
|
|
help_overlay_set_state(Main_hall_overlay_id,0);
|
|
|
|
// check to see if the "very first pilot" flag is set, and load the overlay if so
|
|
if (!F1_text_done) {
|
|
if (Main_hall_f1_text_frame == 0) {
|
|
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
|
|
} else {
|
|
F1_text_done = 1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if(Player_select_very_first_pilot) {
|
|
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
|
|
|
|
// don't display the "press f1" message more than once
|
|
Player_select_very_first_pilot = 0;
|
|
} else {
|
|
Main_hall_help_stamp = -1;
|
|
}
|
|
*/
|
|
Main_hall_region_linger_stamp = -1;
|
|
|
|
strcpy(Main_hall_campaign_cheat, "");
|
|
|
|
// zero out the door sounds
|
|
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
|
|
// zero out the misc anim sounds
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
for(s_idx = 1;s_idx < 10;s_idx++){
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
|
|
// skip the first frame
|
|
Main_hall_frame_skip = 1;
|
|
|
|
// initialize the music
|
|
main_hall_start_music();
|
|
|
|
// initialize the main hall notify text
|
|
Main_hall_notify_stamp = 1;
|
|
|
|
// initialize the random intercom sound stuff
|
|
Main_hall_next_intercom_sound = 0;
|
|
Main_hall_next_intercom_sound_stamp = -1;
|
|
Main_hall_intercom_sound_handle = -1;
|
|
|
|
// set the placement of the mouse cursor (start at the ready room)
|
|
Main_hall_mouse_region = -1;
|
|
Main_hall_last_clicked_region = READY_ROOM_REGION;
|
|
mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);
|
|
|
|
Main_hall_inited = 1;
|
|
|
|
// determine if we have a right click
|
|
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
|
|
|
|
// set the game_mode based on the type of player
|
|
Assert( Player != NULL );
|
|
|
|
#ifndef NO_NETWORK
|
|
if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
|
|
Game_mode = GM_MULTIPLAYER;
|
|
} else {
|
|
Game_mode = GM_NORMAL;
|
|
}
|
|
|
|
//if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
|
|
// Main_hall_netgame_started = 1;
|
|
// main_hall_do_multi_ready();
|
|
//} DTP commented out to keep original source
|
|
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl dont get thrown into Multiplayer with a Singleplayer Pilot.
|
|
Main_hall_netgame_started = 1;
|
|
main_hall_do_multi_ready();
|
|
}
|
|
#else
|
|
Game_mode = GM_NORMAL;
|
|
#endif // ifndef NO_NETWORK
|
|
|
|
if(Cmdline_start_mission) {
|
|
strcpy(Game_current_mission_filename, Cmdline_start_mission);
|
|
mprintf(( "Straight to mission '%s'\n", Game_current_mission_filename ));
|
|
gameseq_post_event(GS_EVENT_START_GAME);
|
|
// This stops the mission from loading again when you go back to the hall
|
|
Cmdline_start_mission = NULL;
|
|
}
|
|
}
|
|
|
|
void main_hall_exit_game()
|
|
{
|
|
#if defined(NDEBUG) || defined(INTERPLAYQA)
|
|
int choice;
|
|
|
|
// stop music first
|
|
main_hall_stop_music();
|
|
main_hall_stop_ambient();
|
|
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
|
|
if ( choice == 1 ) {
|
|
gameseq_post_event(GS_EVENT_QUIT_GAME);
|
|
} else {
|
|
main_hall_start_music();
|
|
main_hall_start_ambient();
|
|
}
|
|
#else
|
|
gameseq_post_event(GS_EVENT_QUIT_GAME);
|
|
#endif
|
|
}
|
|
|
|
|
|
// do a frame for the main hall
|
|
void main_hall_do(float frametime)
|
|
{
|
|
int code, key, snazzy_action;
|
|
|
|
// need to ensure ambient is playing, since it may be stopped by a playing movie
|
|
main_hall_start_ambient();
|
|
|
|
// handle any animation details
|
|
main_hall_handle_misc_anims();
|
|
main_hall_handle_region_anims();
|
|
|
|
// handle any random intercom sound details
|
|
main_hall_handle_random_intercom_sounds();
|
|
|
|
// handle any mouse clicks
|
|
main_hall_handle_right_clicks();
|
|
|
|
// handle any sound details
|
|
main_hall_cull_door_sounds();
|
|
|
|
// process any keypresses/mouse events
|
|
snazzy_action = -1;
|
|
code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
|
|
|
|
if(key){
|
|
extern void game_process_cheats(int k);
|
|
game_process_cheats(key);
|
|
}
|
|
switch(key){
|
|
case KEY_ENTER:
|
|
snazzy_action = SNAZZY_CLICKED;
|
|
break;
|
|
|
|
#ifndef NDEBUG
|
|
case KEY_1:
|
|
// no soup for you!
|
|
movie_play("endprt2b.mve");
|
|
break;
|
|
case KEY_2:
|
|
// no soup for you!
|
|
movie_play_two("endprt2a.mve", "endprt2b.mve");
|
|
break;
|
|
case KEY_3:
|
|
main_hall_campaign_cheat();
|
|
break;
|
|
case KEY_DEBUGGED + KEY_D:
|
|
demo_start_playback("test.fsd");
|
|
break;
|
|
}
|
|
#else
|
|
}
|
|
#endif
|
|
|
|
// do any processing based upon what happened to the snazzy menu
|
|
switch (snazzy_action) {
|
|
case SNAZZY_OVER:
|
|
main_hall_handle_mouse_location(code);
|
|
break;
|
|
|
|
case SNAZZY_CLICKED:
|
|
switch (code) {
|
|
// clicked on the exit region
|
|
case EXIT_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_exit_game();
|
|
break;
|
|
|
|
// clicked on the readyroom region
|
|
case READY_ROOM_REGION:
|
|
if (Campaign_file_missing) {
|
|
// error popup for a missing campaign file, don't try to enter ready room in this case
|
|
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another in the Campaign Room.", -1));
|
|
break;
|
|
}
|
|
#ifdef MULTIPLAYER_BETA_BUILD
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
Player->flags |= PLAYER_FLAGS_IS_MULTI;
|
|
main_hall_do_multi_ready();
|
|
#elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
|
|
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
|
|
#else
|
|
|
|
#ifndef NO_NETWORK
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_do_multi_ready();
|
|
}
|
|
else
|
|
#endif // ifndef NO_NETWORK
|
|
{
|
|
if(strlen(Main_hall_campaign_cheat)){
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
|
|
} else {
|
|
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
|
|
}
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
// clicked on the tech room region
|
|
case TECH_ROOM_REGION:
|
|
#if defined(FS2_DEMO)
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
game_feature_not_in_demo_popup();
|
|
#else
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event( GS_EVENT_TECH_MENU );
|
|
#endif
|
|
break;
|
|
|
|
// clicked on the options region
|
|
case OPTIONS_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
|
|
break;
|
|
|
|
// clicked on the campaign toom region
|
|
case CAMPAIGN_ROOM_REGION:
|
|
#if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
|
|
|
|
#ifdef FS2_DEMO
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
{
|
|
//game_feature_not_in_demo_popup();
|
|
int reset_campaign = popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 2, "Exit", "Restart Campaign", "Campaign Room only available in full version. However, you may restart the campaign.");
|
|
if (reset_campaign == 1) {
|
|
mission_campaign_savefile_delete(Campaign.filename);
|
|
mission_campaign_load(Campaign.filename);
|
|
mission_campaign_next_mission();
|
|
}
|
|
}
|
|
|
|
#else
|
|
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
|
|
} else {
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
break;
|
|
|
|
// clicked on the multiplayer region
|
|
case MULTIPLAYER_REGION:
|
|
#if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
|
|
game_feature_not_in_demo_popup();
|
|
#else
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
// NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
|
|
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
|
|
} else {
|
|
main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
// load mission key was pressed
|
|
case LOAD_MISSION_REGION:
|
|
#ifdef RELEASE_REAL
|
|
#else
|
|
#if !(defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO))
|
|
//#if !defined(NDEBUG) || defined(INTERPLAYQA)
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_set_notify_string(XSTR( "Load Mission not valid for multiplayer pilots", 368));
|
|
} else {
|
|
#ifdef GAME_CD_CHECK
|
|
// if ( !game_do_cd_check() ) {
|
|
// break;
|
|
// }
|
|
#endif
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
|
|
}
|
|
//#endif
|
|
#endif
|
|
#endif
|
|
break;
|
|
|
|
// quick start a game region
|
|
case QUICK_START_REGION:
|
|
#if !defined(NDEBUG) && !defined(FS2_DEMO)
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
|
|
} else {
|
|
|
|
if (Num_recent_missions > 0) {
|
|
strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
|
|
} else {
|
|
if ( mission_load_up_campaign() == CAMPAIGN_ERROR_MISSING )
|
|
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", -1));
|
|
|
|
strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
|
|
}
|
|
|
|
Campaign.current_mission = -1;
|
|
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
// clicked on the barracks region
|
|
case BARRACKS_REGION:
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
|
|
break;
|
|
|
|
// increate the skill level
|
|
case SKILL_LEVEL_REGION:
|
|
char temp[100];
|
|
|
|
game_increase_skill_level();
|
|
sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
|
|
main_hall_set_notify_string(temp);
|
|
break;
|
|
|
|
// escape was pressed
|
|
case ESC_PRESSED:
|
|
// if there is a help overlay active, then don't quit the game - just kill the overlay
|
|
if(!help_overlay_active(Main_hall_overlay_id)){
|
|
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
|
|
main_hall_exit_game();
|
|
}
|
|
// kill the overlay
|
|
else {
|
|
help_overlay_set_state(Main_hall_overlay_id,0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// if the escape key wasn't pressed handle any mouse position related events
|
|
if (code != ESC_PRESSED){
|
|
main_hall_handle_mouse_location(code);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
main_hall_handle_mouse_location(-1);
|
|
break;
|
|
}
|
|
|
|
if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
|
|
help_overlay_set_state(Main_hall_overlay_id, 0);
|
|
}
|
|
|
|
// draw the background bitmap
|
|
gr_reset_clip();
|
|
GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
|
|
if(Main_hall_bitmap >= 0){
|
|
gr_set_bitmap(Main_hall_bitmap);
|
|
gr_bitmap(0, 0);
|
|
}
|
|
|
|
// draw any pending notification messages
|
|
main_hall_notify_do();
|
|
|
|
// render misc animations
|
|
main_hall_render_misc_anims(frametime);
|
|
|
|
// render door animtions
|
|
main_hall_render_door_anims(frametime);
|
|
|
|
// blit any appropriate tooltips
|
|
main_hall_maybe_blit_tooltips();
|
|
|
|
// fishtank
|
|
fishtank_process();
|
|
|
|
// process any help "hit f1" timestamps and display any messages if necessary
|
|
if (!F1_text_done) {
|
|
main_hall_process_help_stuff();
|
|
}
|
|
|
|
// blit help overlay if active
|
|
help_overlay_maybe_blit(Main_hall_overlay_id);
|
|
|
|
// blit the freespace version #
|
|
main_hall_blit_version();
|
|
|
|
// blit ship and weapon table status
|
|
main_hall_blit_table_status();
|
|
|
|
gr_flip();
|
|
|
|
// maybe run the player tips popup
|
|
// #if defined(FS2_DEMO) && defined(NDEBUG)
|
|
player_tips_popup();
|
|
// #endif
|
|
|
|
// if we were supposed to skip a frame, then stop doing it after 1 frame
|
|
if(Main_hall_frame_skip){
|
|
Main_hall_frame_skip = 0;
|
|
}
|
|
}
|
|
|
|
// close the main hall proper
|
|
void main_hall_close()
|
|
{
|
|
int idx,s_idx;
|
|
|
|
if(!Main_hall_inited){
|
|
return;
|
|
}
|
|
|
|
// unload the main hall bitmap
|
|
if(Main_hall_bitmap != -1){
|
|
bm_unload(Main_hall_bitmap);
|
|
}
|
|
|
|
// unload any bitmaps
|
|
if(Main_hall_mask >= 0){
|
|
// make sure we unlock the mask bitmap so it can be unloaded
|
|
bm_unlock(Main_hall_mask);
|
|
if(!bm_unload(Main_hall_mask)){
|
|
nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
|
|
}
|
|
}
|
|
|
|
// free up any (possibly) playing misc animation handles
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
if(Main_hall_misc_anim_instance[idx]!=NULL){
|
|
anim_stop_playing(Main_hall_misc_anim_instance[idx]);
|
|
Main_hall_misc_anim_instance[idx] = NULL;
|
|
}
|
|
}
|
|
|
|
// free up any (possibly) playing door animation handles
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
if(Main_hall_door_anim_instance[idx]!=NULL){
|
|
anim_stop_playing(Main_hall_door_anim_instance[idx]);
|
|
Main_hall_door_anim_instance[idx] = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
// free up any misc animations/instances
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
|
|
Main_hall_misc_anim_instance[idx] = NULL;
|
|
}
|
|
if(Main_hall_misc_anim[idx]!=NULL){
|
|
if(anim_free(Main_hall_misc_anim[idx]) == -1){
|
|
nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
|
|
}
|
|
}
|
|
}
|
|
|
|
// free up any door animations/instances
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
|
|
Main_hall_door_anim_instance[idx] = NULL;
|
|
}
|
|
if(Main_hall_door_anim[idx]!=NULL){
|
|
if(anim_free(Main_hall_door_anim[idx]) == -1){
|
|
nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
|
|
}
|
|
}
|
|
}
|
|
|
|
// stop any playing door sounds
|
|
for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
|
|
if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
|
|
snd_stop(Main_hall_door_sound_handles[idx]);
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
}
|
|
|
|
// stop any playing misc animation sounds
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
for(s_idx=1;s_idx<10;s_idx++){
|
|
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
|
|
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// unload the overlay bitmap
|
|
help_overlay_unload(Main_hall_overlay_id);
|
|
|
|
// close any snazzy menu details
|
|
snazzy_menu_close();
|
|
|
|
// restore
|
|
palette_restore_palette();
|
|
|
|
// no fish
|
|
fishtank_stop();
|
|
|
|
// not inited anymore
|
|
Main_hall_inited = 0;
|
|
}
|
|
|
|
// start the main hall music playing
|
|
void main_hall_start_music()
|
|
{
|
|
#ifndef NO_SOUND
|
|
// start a looping ambient sound
|
|
main_hall_start_ambient();
|
|
|
|
// if we have selected no music, then don't do this
|
|
if ( Cmdline_freespace_no_music ) {
|
|
return;
|
|
}
|
|
|
|
int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
|
|
|
|
if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
|
|
char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
|
|
if (music_wavfile_name != NULL) {
|
|
Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
|
|
if ( Main_hall_music_handle != -1 )
|
|
audiostream_play(Main_hall_music_handle, Master_event_music_volume, 1);
|
|
}
|
|
else {
|
|
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
|
|
}
|
|
}
|
|
#endif // ifndef NO_SOUND
|
|
}
|
|
|
|
// stop the main hall music
|
|
void main_hall_stop_music()
|
|
{
|
|
#ifndef NO_SOUND
|
|
if ( Main_hall_music_handle != -1 ) {
|
|
audiostream_close_file(Main_hall_music_handle, 1);
|
|
Main_hall_music_handle = -1;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// do any necessary instantiation of misc animations
|
|
void main_hall_handle_misc_anims()
|
|
{
|
|
int idx,s_idx;
|
|
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
|
|
// if the anim isn't playing
|
|
if(Main_hall_misc_anim_instance[idx] == NULL){
|
|
// if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
|
|
if(Main_hall->misc_anim_delay[idx][0] == -1){
|
|
Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
|
|
(int)(((float)rand()/(float)RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
|
|
|
|
// if the timestamp is not -1 and has popped, play the anim and make the timestap -1
|
|
} else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
|
|
anim_play_struct aps;
|
|
|
|
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
|
|
aps.screen_id = GS_STATE_MAIN_MENU;
|
|
aps.framerate_independent = 1;
|
|
|
|
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
|
|
|
|
// kill the timestamp
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
|
|
// reset the "should be playing" flags
|
|
for(s_idx=1;s_idx<10;s_idx++){
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
}
|
|
// if the anim is playing
|
|
else {
|
|
// check to see if any special trigger points have been reached by the animation
|
|
// since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
|
|
for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
|
|
// if we've passed the trigger point, then play the sound and break out of the loop
|
|
if((Main_hall_misc_anim_instance[idx]->frame_num >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]){
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
|
|
|
|
// if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
|
|
// by the time we get to this point again, the sound will have been long finished
|
|
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
|
|
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
|
|
}
|
|
// play the sound
|
|
Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds[idx][s_idx]],Main_hall->misc_anim_sound_pan[idx]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
|
|
if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
|
|
anim_pause(Main_hall_misc_anim_instance[idx]);
|
|
Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
|
|
}
|
|
|
|
// if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
|
|
if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_LOOP) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
|
|
anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
|
|
|
|
// start it playing again
|
|
anim_play_struct aps;
|
|
|
|
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
|
|
aps.screen_id = GS_STATE_MAIN_MENU;
|
|
aps.framerate_independent = 1;
|
|
|
|
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
|
|
|
|
// kill the timestamp
|
|
Main_hall->misc_anim_delay[idx][0] = -1;
|
|
|
|
// reset the "should be playing" flags
|
|
for(s_idx=1;s_idx<10;s_idx++){
|
|
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
|
|
}
|
|
}
|
|
|
|
// cull any misc animations which are marked as done (!is_playing)
|
|
if(!anim_playing(Main_hall_misc_anim_instance[idx])){
|
|
Main_hall_misc_anim_instance[idx] = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// render all playing misc animations
|
|
void main_hall_render_misc_anims(float frametime)
|
|
{
|
|
int idx;
|
|
|
|
// HACKETY HACK HACK - always render misc anim 3 first, if it is playing
|
|
if(Main_hall_misc_anim_instance[2] != NULL){
|
|
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
|
|
}
|
|
|
|
// render all other animations
|
|
for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
|
|
// skip anim 3, which was previously rendered, if at all
|
|
if(idx == 2){
|
|
continue;
|
|
}
|
|
|
|
// render it
|
|
if(Main_hall_misc_anim_instance[idx] != NULL){
|
|
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// render all playing door animations
|
|
void main_hall_render_door_anims(float frametime)
|
|
{
|
|
int idx;
|
|
|
|
// render all door animations
|
|
for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
|
|
|
|
// render it
|
|
if(Main_hall_door_anim_instance[idx] != NULL){
|
|
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// handle starting, stopping and reversing "door" animations
|
|
void main_hall_handle_region_anims()
|
|
{
|
|
int idx;
|
|
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
// make sure we make any finished door animations NULL
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
|
|
Main_hall_door_anim_instance[idx] = NULL;
|
|
}
|
|
}
|
|
|
|
// go through each region animation
|
|
for(idx=0;idx<Main_hall->num_door_animations;idx++){
|
|
// if the instance is not null and the animation is playing
|
|
if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
|
|
// check to see if we should hold a given door "open"
|
|
if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
|
|
anim_pause(Main_hall_door_anim_instance[idx]);
|
|
Main_hall_door_anim_instance[idx]->stop_now = FALSE;
|
|
}
|
|
// check to see if we should close a door being held open
|
|
if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
|
|
anim_unpause(Main_hall_door_anim_instance[idx]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// do any necessary processing based upon the mouse location
|
|
void main_hall_handle_mouse_location(int cur_region)
|
|
{
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
|
|
// MWA -- inserted return since Int3() was tripped when hitting L from main
|
|
// menu.
|
|
return;
|
|
}
|
|
|
|
// if the mouse is now over a resgion
|
|
if (cur_region != -1) {
|
|
// if we're still over the same region we were last frame, check stuff
|
|
if (cur_region == Main_hall_mouse_region) {
|
|
// if we have a linger timestamp set and it has expired, then get moving
|
|
if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
|
|
main_hall_mouse_grab_region(cur_region);
|
|
|
|
// release the region linger stamp
|
|
Main_hall_region_linger_stamp = -1;
|
|
}
|
|
} else {
|
|
// if we're currently on another region, release it
|
|
if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
|
|
main_hall_mouse_release_region(Main_hall_mouse_region);
|
|
}
|
|
|
|
// set the linger time
|
|
if (Main_hall_region_linger_stamp == -1) {
|
|
Main_hall_mouse_region = cur_region;
|
|
Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
|
|
}
|
|
}
|
|
}
|
|
// if it was over a region but isn't anymore, release that region
|
|
else {
|
|
if (Main_hall_mouse_region != -1) {
|
|
main_hall_mouse_release_region(Main_hall_mouse_region);
|
|
Main_hall_mouse_region = -1;
|
|
|
|
// release the region linger timestamp
|
|
Main_hall_region_linger_stamp = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the mouse has moved off of the currently active region, handle the anim accordingly
|
|
void main_hall_mouse_release_region(int region)
|
|
{
|
|
if(Main_hall_frame_skip){
|
|
return;
|
|
}
|
|
|
|
// if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
|
|
if ( (Main_hall_door_anim_instance[region] != NULL) && anim_playing(Main_hall_door_anim_instance[region]) && (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_FORWARD)){
|
|
anim_reverse_direction(Main_hall_door_anim_instance[region]);
|
|
}
|
|
|
|
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
|
|
if ((Main_hall_door_anim_instance[region] != NULL)) {
|
|
// don't stop the toaster oven or microwave regions from playing all the way through
|
|
if (Main_hall_door_sound_handles[region] != -1) {
|
|
snd_stop(Main_hall_door_sound_handles[region]);
|
|
}
|
|
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
|
|
|
|
// make sure to set the sound to play from the right spot
|
|
snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
|
|
(float)(Main_hall_door_anim_instance[region]->start_at - Main_hall_door_anim_instance[region]->frame_num) / (float)Main_hall_door_anim_instance[region]->parent->total_frames, 1);
|
|
}
|
|
}
|
|
|
|
// if the mouse has moved on this region, handle it accordingly
|
|
void main_hall_mouse_grab_region(int region)
|
|
{
|
|
if (Main_hall_frame_skip) {
|
|
return;
|
|
}
|
|
|
|
// if the animation is not playing, start it playing
|
|
if ( !Main_hall_door_anim_instance[region] ) {
|
|
if ( Main_hall_door_anim[region] ) {
|
|
anim_play_struct aps;
|
|
|
|
anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
|
|
aps.screen_id = GS_STATE_MAIN_MENU;
|
|
aps.framerate_independent = 1;
|
|
|
|
Main_hall_door_anim_instance[region] = anim_play(&aps);
|
|
}
|
|
}
|
|
// otherwise if its playing in the reverse direction, change it to the forward direction
|
|
else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
|
|
anim_reverse_direction(Main_hall_door_anim_instance[region]);
|
|
}
|
|
|
|
// check for opening/starting sounds
|
|
// kill the currently playing sounds if necessary
|
|
if(Main_hall_door_sound_handles[region] != -1){
|
|
snd_stop(Main_hall_door_sound_handles[region]);
|
|
}
|
|
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
|
|
|
|
// start the sound playing at the right spot relative to the completion of the animation
|
|
if(Main_hall_door_anim_instance[region]->frame_num != -1){
|
|
snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
|
|
(float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
|
|
}
|
|
}
|
|
|
|
// handle any right clicks which may have occured
|
|
void main_hall_handle_right_clicks()
|
|
{
|
|
int new_region;
|
|
|
|
if(Main_hall_frame_skip)
|
|
return;
|
|
|
|
// check to see if the button has been clicked
|
|
if(!Main_hall_right_click){
|
|
if(mouse_down(MOUSE_RIGHT_BUTTON)){
|
|
// cycle through the available regions
|
|
if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
|
|
new_region = 0;
|
|
} else
|
|
new_region = Main_hall_last_clicked_region + 1;
|
|
|
|
// set the position of the mouse cursor and the newly clicked region
|
|
mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);
|
|
|
|
main_hall_handle_mouse_location(new_region);
|
|
Main_hall_last_clicked_region = new_region;
|
|
|
|
// set the mouse as being clicked
|
|
Main_hall_right_click = 1;
|
|
}
|
|
}
|
|
// set the mouse as being unclicked
|
|
else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
|
|
Main_hall_right_click = 0;
|
|
}
|
|
}
|
|
|
|
// cull any door sounds that have finished playing
|
|
void main_hall_cull_door_sounds()
|
|
{
|
|
int idx;
|
|
// basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
|
|
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
|
|
if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
|
|
Main_hall_door_sound_handles[idx] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void main_hall_handle_random_intercom_sounds()
|
|
{
|
|
// if we have no timestamp for the next random sound, then set on
|
|
if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
|
|
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
|
|
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
|
|
- Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
|
|
}
|
|
|
|
// if the there is no sound playing
|
|
if(Main_hall_intercom_sound_handle == -1){
|
|
// if the timestamp has popped, play a sound
|
|
if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
|
|
// play the sound
|
|
Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
|
|
|
|
// unset the timestamp
|
|
Main_hall_next_intercom_sound_stamp = -1;
|
|
}
|
|
}
|
|
// if the sound is playing
|
|
else {
|
|
// if the sound has finished, set the timestamp and continue
|
|
if(!snd_is_playing(Main_hall_intercom_sound_handle)){
|
|
// increment the next sound
|
|
if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
|
|
Main_hall_next_intercom_sound = 0;
|
|
} else {
|
|
Main_hall_next_intercom_sound++;
|
|
}
|
|
|
|
// set the timestamp
|
|
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
|
|
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
|
|
- Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
|
|
|
|
// release the sound handle
|
|
Main_hall_intercom_sound_handle = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the notification string with its decay timeout
|
|
void main_hall_set_notify_string(char *str)
|
|
{
|
|
strcpy(Main_hall_notify_text,str);
|
|
Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
|
|
}
|
|
|
|
void main_hall_notify_do()
|
|
{
|
|
// check to see if we should try and do something
|
|
if(Main_hall_notify_stamp != -1){
|
|
// if the text time has expired
|
|
if(timestamp_elapsed(Main_hall_notify_stamp)){
|
|
strcpy(Main_hall_notify_text,"");
|
|
Main_hall_notify_stamp = -1;
|
|
} else {
|
|
int w,h;
|
|
gr_set_color_fast(&Color_bright);
|
|
|
|
gr_get_string_size(&w,&h,Main_hall_notify_text);
|
|
gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
|
|
}
|
|
}
|
|
}
|
|
|
|
// start a looping ambient sound for main hall
|
|
void main_hall_start_ambient()
|
|
{
|
|
int play_ambient_loop = 0;
|
|
|
|
if ( Main_hall_ambient_loop == -1 ) {
|
|
play_ambient_loop = 1;
|
|
} else {
|
|
if ( !snd_is_playing(Main_hall_ambient_loop) ) {
|
|
play_ambient_loop = 1;
|
|
}
|
|
}
|
|
|
|
if ( play_ambient_loop ) {
|
|
Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
|
|
}
|
|
}
|
|
|
|
// stop a looping ambient sound for the main hall
|
|
void main_hall_stop_ambient()
|
|
{
|
|
if ( Main_hall_ambient_loop != -1 ) {
|
|
snd_stop(Main_hall_ambient_loop);
|
|
Main_hall_ambient_loop = -1;
|
|
}
|
|
}
|
|
|
|
// Reset the volume of the looping ambient sound. This is called from the options
|
|
// screen when the looping ambient sound might be playing.
|
|
void main_hall_reset_ambient_vol()
|
|
{
|
|
if ( Main_hall_ambient_loop >= 0 ) {
|
|
snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
|
|
}
|
|
}
|
|
|
|
// blit the freespace version #
|
|
void main_hall_blit_version()
|
|
{
|
|
char version_string[100];
|
|
int w;
|
|
|
|
// format the version string
|
|
get_version_string(version_string);
|
|
|
|
// get the length of the string
|
|
gr_get_string_size(&w,NULL,version_string);
|
|
|
|
// print the string near the lower left corner
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_string(5, gr_screen.max_h - 24, version_string);
|
|
}
|
|
|
|
// blit any necessary tooltips
|
|
void main_hall_maybe_blit_tooltips()
|
|
{
|
|
int w;
|
|
int text_index;
|
|
|
|
// if we're over no region - don't blit anything
|
|
if(Main_hall_mouse_region < 0) {
|
|
return;
|
|
}
|
|
|
|
// get the index of the proper text to be using
|
|
if(Main_hall_mouse_region == READY_ROOM_REGION) {
|
|
// if this is a multiplayer pilot, the ready room region becomes the multiplayer region
|
|
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
|
|
text_index = NUM_REGIONS - 1;
|
|
} else {
|
|
text_index = READY_ROOM_REGION;
|
|
}
|
|
} else {
|
|
text_index = Main_hall_mouse_region;
|
|
}
|
|
|
|
// set the color and blit the string
|
|
if(!help_overlay_active(Main_hall_overlay_id)) {
|
|
int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
|
|
// get the width of the string
|
|
gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
|
|
|
|
gr_resize_screen_pos(&w, &shader_y);
|
|
|
|
gr_set_shader(&Main_hall_tooltip_shader);
|
|
gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
|
|
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
|
|
}
|
|
}
|
|
|
|
|
|
void main_hall_process_help_stuff()
|
|
{
|
|
int w, h;
|
|
char str[255];
|
|
|
|
// if the timestamp has popped, don't do anything
|
|
if(Main_hall_help_stamp == -1) {
|
|
return;
|
|
}
|
|
|
|
// if the timestamp has popped, advance frame
|
|
if(timestamp_elapsed(Main_hall_help_stamp)) {
|
|
Main_hall_f1_text_frame++;
|
|
}
|
|
|
|
// otherwise print out the message
|
|
strcpy(str, XSTR( "Press F1 for help", 371));
|
|
gr_get_string_size(&w, &h, str);
|
|
|
|
int y_anim_offset = Main_hall_f1_text_frame;
|
|
|
|
// if anim is off the screen finally, stop altogether
|
|
if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
|
|
Main_hall_f1_text_frame = -1;
|
|
Main_hall_help_stamp = -1;
|
|
F1_text_done = 1;
|
|
return;
|
|
}
|
|
|
|
// set the color and print out text and shader
|
|
gr_set_color_fast(&Color_bright_white);
|
|
gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
|
|
gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] /*- y_anim_offset*/, str);
|
|
}
|
|
|
|
// what main hall we're on (should be 0 or 1)
|
|
int main_hall_id()
|
|
{
|
|
// only 1 of 2 main halls
|
|
if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// read in main hall table
|
|
void main_hall_read_table()
|
|
{
|
|
main_hall_defines *m, temp;
|
|
int count, idx, s_idx, m_idx;
|
|
|
|
// read the file in
|
|
read_file_text("mainhall.tbl");
|
|
reset_parse();
|
|
|
|
// go for it
|
|
count = 0;
|
|
while(!optional_string("#end")){
|
|
|
|
// read in 2 resolutions
|
|
for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
|
|
// maybe use a temp main hall stuct
|
|
if(count >= NUM_MAIN_HALLS){
|
|
m = &temp;
|
|
} else {
|
|
m = &Main_hall_defines[m_idx][count];
|
|
}
|
|
|
|
// ready
|
|
required_string("$Main Hall");
|
|
|
|
// bitmap and mask
|
|
required_string("+Bitmap:");
|
|
stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
|
|
required_string("+Mask:");
|
|
stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
|
|
#ifndef FS2_DEMO
|
|
required_string("+Music:");
|
|
stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
|
|
#endif
|
|
|
|
// intercom sounds
|
|
required_string("+Num Intercom Sounds:");
|
|
stuff_int(&m->num_random_intercom_sounds);
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom delay
|
|
required_string("+Intercom delay:");
|
|
stuff_int(&m->intercom_delay[idx][0]);
|
|
stuff_int(&m->intercom_delay[idx][1]);
|
|
}
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom sound id
|
|
required_string("+Intercom sound:");
|
|
stuff_int(&m->intercom_sounds[idx]);
|
|
}
|
|
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
|
|
// intercom pan
|
|
required_string("+Intercom pan:");
|
|
stuff_float(&m->intercom_sound_pan[idx]);
|
|
}
|
|
|
|
// misc animations
|
|
required_string("+Num Misc Animations:");
|
|
stuff_int(&m->num_misc_animations);
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim names
|
|
required_string("+Misc anim:");
|
|
stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim delay
|
|
required_string("+Misc anim delay:");
|
|
stuff_int(&m->misc_anim_delay[idx][0]);
|
|
stuff_int(&m->misc_anim_delay[idx][1]);
|
|
stuff_int(&m->misc_anim_delay[idx][2]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim coords
|
|
required_string("+Misc anim coords:");
|
|
stuff_int(&m->misc_anim_coords[idx][0]);
|
|
stuff_int(&m->misc_anim_coords[idx][1]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim mode
|
|
required_string("+Misc anim mode:");
|
|
stuff_int(&m->misc_anim_modes[idx]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim pan
|
|
required_string("+Misc anim pan:");
|
|
stuff_float(&m->misc_anim_sound_pan[idx]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound id
|
|
required_string("+Misc anim sounds:");
|
|
stuff_int(&m->misc_anim_special_sounds[idx][0]);
|
|
for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
|
|
stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
|
|
}
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound triggers
|
|
required_string("+Misc anim trigger:");
|
|
stuff_int(&m->misc_anim_special_trigger[idx][0]);
|
|
for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
|
|
stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
|
|
}
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound handles
|
|
required_string("+Misc anim handles:");
|
|
stuff_int(&m->misc_anim_sound_handles[idx][0]);
|
|
}
|
|
for(idx=0; idx<m->num_misc_animations; idx++){
|
|
// anim sound flags
|
|
required_string("+Misc anim flags:");
|
|
stuff_int(&m->misc_anim_sound_flag[idx][0]);
|
|
}
|
|
|
|
// door animations
|
|
required_string("+Num Door Animations:");
|
|
stuff_int(&m->num_door_animations);
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door name
|
|
required_string("+Door anim:");
|
|
stuff_string(m->door_anim_name[idx], F_NAME, NULL);
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door coords
|
|
required_string("+Door coords:");
|
|
stuff_int(&m->door_anim_coords[idx][0]);
|
|
stuff_int(&m->door_anim_coords[idx][1]);
|
|
stuff_int(&m->door_anim_coords[idx][2]);
|
|
stuff_int(&m->door_anim_coords[idx][3]);
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door open and close sounds
|
|
required_string("+Door sounds:");
|
|
stuff_int(&m->door_sounds[idx][0]);
|
|
stuff_int(&m->door_sounds[idx][1]);
|
|
}
|
|
for(idx=0; idx<m->num_door_animations; idx++){
|
|
// door pan value
|
|
required_string("+Door pan:");
|
|
stuff_float(&m->door_sound_pan[idx]);
|
|
}
|
|
|
|
// tooltip y location
|
|
required_string("+Tooltip Y:");
|
|
stuff_int(&m->region_yval);
|
|
for(idx=0; idx<NUM_REGIONS; idx++){
|
|
m->region_descript[idx] = NULL;
|
|
}
|
|
}
|
|
|
|
if(count < NUM_MAIN_HALLS){
|
|
count++;
|
|
}
|
|
}
|
|
|
|
// are we funny?
|
|
if(Vasudan_funny){
|
|
Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
|
|
Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
|
|
|
|
// set head anim. hehe
|
|
strcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads");
|
|
strcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads");
|
|
|
|
// set the background
|
|
strcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead");
|
|
strcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead");
|
|
}
|
|
}
|
|
|
|
// make the vasudan main hall funny
|
|
void main_hall_vasudan_funny()
|
|
{
|
|
Vasudan_funny = 1;
|
|
}
|